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Douglas MacArthur
Posted - 2008.04.25 16:36:00 - [1]
 

I'm a bit confused with leaderships skills

Say for example when you train armored warfare or skirmish warfare for example, then you grant your gang members with 2% bonus to whatever per skill.

Does that mean that you get this bonus as well ? And does that mean that you get it when you fly solo as well , when you are not in a gang?

And if for example you dont get it when you are not in gang, but you do get it when you are in gang, you can for instance form a gang with your alt, simply leave him in the station and fly around with bonuses ?

Thanks! :)

MotoMissles
Rim Collection RC
Kraftwerk.
Posted - 2008.04.25 16:50:00 - [2]
 

Edited by: MotoMissles on 25/04/2008 16:49:56
Originally by: Douglas MacArthur
I'm a bit confused with leaderships skills

Say for example when you train armored warfare or skirmish warfare for example, then you grant your gang members with 2% bonus to whatever per skill.

Does that mean that you get this bonus as well ? And does that mean that you get it when you fly solo as well , when you are not in a gang?

And if for example you dont get it when you are not in gang, but you do get it when you are in gang, you can for instance form a gang with your alt, simply leave him in the station and fly around with bonuses ?

Thanks! :)


You've got it exactly right, except that both ships need to be in space in the same system. My main has leadership abilities, and my alt is the other body in my gang/fleet. So, my raven gets a free 6% more shield capacity (level 3 skill). Very Happy

Ice Baby
Caldari
Ice Cream Express
Posted - 2008.04.28 14:54:00 - [3]
 

Which makes leadership skill a bit stupid when it applies to you only if you have an alt in your gang.

Oh, let's make a new trial account just to get these bonuses for these hard missions, or for macro mining, or w/e.

It doesn't make sense to not be able to recieve bonus if you are your own leader. It also doesn't make sense that you can't use repair drones on yourself.

Marine HK4861
Caldari
State Protectorate
Posted - 2008.04.28 22:42:00 - [4]
 

Originally by: Ice Baby
Which makes leadership skill a bit stupid when it applies to you only if you have an alt in your gang.

Oh, let's make a new trial account just to get these bonuses for these hard missions, or for macro mining, or w/e.

It doesn't make sense to not be able to recieve bonus if you are your own leader. It also doesn't make sense that you can't use repair drones on yourself.


Leadership itself increases you and your fleet's targeting speed by 2% per level, so it's useful when you have larger ships.

It makes perfect sense as to why leadership skills don't apply when you're not in your fleet; the skills represent your ability to lead and command others - you can't go around giving yourself orders now, can you?


As for not being able to use repair drones on yourself, it's for balance reasons. CCP want to promote people working together so all the remote repairers/transporters have better cap to armour/shield/cap ratios than the ship only modules.

If you could target yourself, then you'd be able to use your high slots for tanking and more efficiently as well. Thus, you can't target yourself and so you can't use repair drones on yourself as they have no valid target.

Beretta Widowmaker
Amarr
Posted - 2008.04.30 00:04:00 - [5]
 

Edited by: Beretta Widowmaker on 30/04/2008 00:04:31
What about rolling an executive commander as a main? viable? or am I better off keeping my combat char and just training the leadership skills up?

LearntOne
Posted - 2008.04.30 03:41:00 - [6]
 

Slight derailing, I have Warfare Link Specialist 5, Skirmish Warfare specialist 5. If I am using an interdiction module what would be the increase in the range for say someone using a webber?

-=- LearntOne -=-

Spud Gunn
Posted - 2008.04.30 06:58:00 - [7]
 

Originally by: Beretta Widowmaker
Edited by: Beretta Widowmaker on 30/04/2008 00:04:31
What about rolling an executive commander as a main? viable? or am I better off keeping my combat char and just training the leadership skills up?


The advantage of that is that you can start out with loads of cool leadership skills, then gimp the hell out of your charisma at character creation and not have it take forever to train those skills up. Since the starter skillpacks only count for a few weeks of skills, it sort of makes sense to pick ones that you're worst at training normally so as to maximise the advantage you get from them

I.E - if you're going to skew your attributes in favour of combat skills, an Exec Commander could probably learn a Soldier's starter skills faster than the other way around.

If you already have a lot of training done on your main, though, it'll probably work out better to just stick with him and suck up the extended training times.

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2008.04.30 09:46:00 - [8]
 

Originally by: LearntOne
Slight derailing, I have Warfare Link Specialist 5, Skirmish Warfare specialist 5. If I am using an interdiction module what would be the increase in the range for say someone using a webber?

-=- LearntOne -=-


22.5%, or 33.75% if you have the Skirmish Mindlink fitted. Definitely train for the mindlinks btw - that 50% increase in your bonuses makes a huge difference. 14Km and 32Km scrams webs are nice!

BTW, when you're a Squad/Wing commander you DO receive your own bonuses, but Wing Commanders don't receive any bonuses from their Fleet Commander. No idea why. Squad Commanders get bonuses from Wing Commanders.

If you're boosting a whole Wing or even a Fleet, receiving your own bonuses is moot: you should be in a command ship with a full rack of gang links, and definitely not fighting. Ideally, you are stationary in a large POS.

My alt is a leadership specialist (9M SP in Leadership skills - just another 3M SP to go and she's done!), and I have found that although the gang bonuses can be very powerful, they are also limited in several important ways. In short, having a specialised leadership character with a full rack of gang warfare links is a great advantage in defending a system, but less useful when attacking. Setting up a coherent fleet of any size is very difficult in practice, and fully maintaining that coherence in a mobile, attacking fleet is almost impossible. So because your pilots cannot depend on having the bonuses, they tend not to rely on them or fully use them.

When I am bonusing a support wing, I load out my command ship with (Skirmish Mindlink): All 3 skirmish mods, shield resist, armour resist, sensor strength. This gives a ~50% speed boost for MWD ships (15% for those without), 35% increase to web/scam range, 22.5% sig radius reduction, +15% to armour/shield resists and +22.5% to sensor strength. And of course all the ships get +10% shield/armour hit points, 10% locking speed and 10% targetting range bonus.

Most interceptors and interdictors are basically untanked. The hp/resist bonuses may not seem much, but they equate to almost 30% more effective hp. That won't save a dictor from being primaried of course, but when it comes to support duels, the bonused ships will have a huge advantage in survival capabilities. And with the skirmish bonuses, even a mediocre inty fit with unexceptional skills will perform like a high-end faction loadout...

...as long as the wing commander is safe from having to warp out or be destroyed, as long as the squad commanders don't get killed, and as long as the fighting stays in the same system as the command ship.




Arturos Pendragon
Minmatar
Pator Tech School
Posted - 2008.05.01 14:49:00 - [9]
 

Originally by: Spud Gunn
Originally by: Beretta Widowmaker
Edited by: Beretta Widowmaker on 30/04/2008 00:04:31
What about rolling an executive commander as a main? viable? or am I better off keeping my combat char and just training the leadership skills up?


The advantage of that is that you can start out with loads of cool leadership skills, then gimp the hell out of your charisma at character creation and not have it take forever to train those skills up. Since the starter skillpacks only count for a few weeks of skills, it sort of makes sense to pick ones that you're worst at training normally so as to maximise the advantage you get from them

I.E - if you're going to skew your attributes in favour of combat skills, an Exec Commander could probably learn a Soldier's starter skills faster than the other way around.

If you already have a lot of training done on your main, though, it'll probably work out better to just stick with him and suck up the extended training times.


Well, this is the leadership char I made, I'm going to give it a go as a main..and, for even MORE difficulty, I chose minmatar, which requires the most skilling to be effective anyway..but, once I get my claymore, it'll be worth it(looks at his stack of skillbooks and sighs heavily)

Black Kat
Caldari
Seven Deadly Sinz
Posted - 2008.05.02 15:51:00 - [10]
 

When attacking and you are the Fleet commander stay mobile and don't go to the main battle. Where you know you are going to be attacking, most likely a station or what not. Get a scout out there ahead of time, perferably an inty, and get you a waypoint out in the middle of no where. Once there keep moving in a random direction makes it hard for people to try and find you. And once the main battle starts really no one is going to go out of there way to try and figure out if a command ship is out there somewhere. I am sure many know this, but thought I would throw it out there. Not that I am in any way an expert. Just my tactical 2 isk worth.


Arturos Pendragon
Gallente
Posted - 2008.05.04 13:02:00 - [11]
 

Originally by: Arturos Pendragon
Originally by: Spud Gunn
Originally by: Beretta Widowmaker
Edited by: Beretta Widowmaker on 30/04/2008 00:04:31
What about rolling an executive commander as a main? viable? or am I better off keeping my combat char and just training the leadership skills up?


The advantage of that is that you can start out with loads of cool leadership skills, then gimp the hell out of your charisma at character creation and not have it take forever to train those skills up. Since the starter skillpacks only count for a few weeks of skills, it sort of makes sense to pick ones that you're worst at training normally so as to maximise the advantage you get from them

I.E - if you're going to skew your attributes in favour of combat skills, an Exec Commander could probably learn a Soldier's starter skills faster than the other way around.

If you already have a lot of training done on your main, though, it'll probably work out better to just stick with him and suck up the extended training times.


Well, this is the leadership char I made, I'm going to give it a go as a main..and, for even MORE difficulty, I chose minmatar, which requires the most skilling to be effective anyway..but, once I get my claymore, it'll be worth it(looks at his stack of skillbooks and sighs heavily)


just to tie this up, I tried this, and decided against it and rerolled arturos as a soldier. soon as all my combat skills are rock-solid, then I'll focus on leadership..


 

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