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Yet another anti-Cloaking thread...

Author
Nexas Alduin
Sebiestor Tribe
Minmatar Republic
#21 - 2013-03-14 06:21:12 UTC  |  Edited by: Nexas Alduin
@Gizznitt Malikite

A.) A person that lurks over their prey just waiting for a small gang to come clear them up leaves the person that is killed no chance to retaliate or even know how to handle the threat short of "don't play Eve." And hit-and-run tactics exist well outside of cloaking so much so that those that want to prevent hit-and-run need a module to do it, it's just that with cloaking there is no way to hit them back once they run unless they want to hit you again.

B.) The first time you brought this up I also said it could be restricted to needing to be used away from gates. You could even in-game-logic it and say that gates/wormholes interfere with them due to some quantum flux problems that overheat the unobtainium alloys they employ. The idea is that this is not meant to punish players that just want to stroll through space with an extra bit of security. But now I'm just repeating myself.

@Derath Ellecon

Submarines do have teeth, but using them gives away their position (via MASINT, when all else fails). That's the cloaking equivalent of dropping stealth. I don't recommend you get into a pissing match about how ships work with a guy that's in the Navy.
Roime
Mea Culpa.
Shadow Cartel
#22 - 2013-03-14 06:31:46 UTC
Nexas Alduin wrote:
The idea is that this is not meant to punish players that just want to stroll through space with an extra bit of security. But now I'm just repeating myself.


Yet it will do exactly that, there would no way to use cloak to get away from gate or hole camps any more.

Furthermore, suggestions should contain some kind of argument why things need to be changed.

Purpose of a cloaking device is to make your ship undetectable. Why do you want to break the module by removing it's purpose?

.

ShahFluffers
Ice Fire Warriors
#23 - 2013-03-14 07:18:49 UTC  |  Edited by: ShahFluffers
Nexas Alduin wrote:
A.) A person that lurks over their prey just waiting for a small gang to come clear them up leaves the person that is killed no chance to retaliate or even know how to handle the threat short of "don't play Eve."

Two things:

1. Once a cloaking ship decloaks, it can be locked up and killed just like any other ship... except unlike combat capable ships it has a targeting delay (5 to 7 seconds minimum) and/or has low tanking ability (a tanky combat capable Stealth Bomber (the only ship that can target right after decloaking) has an average of 3 to 5k EHP). Not only that... a solo cloaky ship is usually not well endowed in the DPS department.
This allows you to...
a. perform a knee-jerk warp off (if you were aligned).
b. target first and alpha strike and/or ECM jam the cloaky ship (requires a sensor boosted artillery fit ship or Griffin).
c. take them out yourself (provided you are fit to deal with such).
d. turn off any Ewar you are using and let the NPCs kill the cloaky instead.

2. There is always a way to counter a threat... but sometimes that counter is more reactionary and preventative than proactive (as I pointed out in the above point).

Nexas Alduin wrote:
And hit-and-run tactics exist well outside of cloaking so much so that those that want to prevent hit-and-run need a module to do it, it's just that with cloaking there is no way to hit them back once they run unless they want to hit you again.

So don't waste the opportunity when they do decloak.

Nexas Alduin wrote:
B.) The first time you brought this up I also said it could be restricted to needing to be used away from gates. You could even in-game-logic it and say that gates/wormholes interfere with them due to some quantum flux problems that overheat the unobtainium alloys they employ. The idea is that this is not meant to punish players that just want to stroll through space with an extra bit of security. But now I'm just repeating myself.

Then it would be useless in most other capacities as you still can't probe down people sitting cloaked and afk in a safespot... and for those situations where it won't be useless it arbitrarily nerfs some ships while not affecting others.

Example: a cloaky Proteus or Pilgrim will not be able to approach and "sneak up" people within the decloaking bubble... but Stealth Bombers, Arazus, Rapiers, and Tengus can as they can easily engage 30 to 40+ km away.
Azrael Dinn
Imperial Mechanics
#24 - 2013-03-14 07:24:12 UTC
Roime wrote:
Nexas Alduin wrote:
....

....
Furthermore, suggestions should contain some kind of argument why things need to be changed.
....


Because people want to hunt down cloaked ships and current game mechanics do not hold any modules, ways, ships or anything to find cloaked ships from the void of space.

After centuries of debating and justifying... Break Cloaks tm

TheSkeptic
Federal Navy Academy
Gallente Federation
#25 - 2013-03-14 08:23:50 UTC
Azrael Dinn wrote:
Roime wrote:
Nexas Alduin wrote:
....

....
Furthermore, suggestions should contain some kind of argument why things need to be changed.
....


Because people want to hunt down cloaked ships and current game mechanics do not hold any modules, ways, ships or anything to find cloaked ships from the void of space.


Which is exactly the point of a cloak

...

Nexas Alduin
Sebiestor Tribe
Minmatar Republic
#26 - 2013-03-14 08:47:13 UTC
Roime wrote:
Purpose of a cloaking device is to make your ship undetectable. Why do you want to break the module by removing it's purpose?


TheSkeptic wrote:
Which is exactly the point of a cloak


The point of a weapon is to deal damage. Do you disagree with the existence of tanking modules, some of which outright remove the damage you dealt? The point of a propulsion module is to go faster. Do you disagree with the existence of a stasis webifier? The point of a warp scrambler/disruptor is to prevent people from warping. Do you disagree with the existence of warp stabilizers? Virtually every shipboard module that creates an advantage has an opposing module made to deny that advantage.

ShahFluffers wrote:
There is always a way to counter a threat... but sometimes that counter is more reactionary and preventative more than "proactive"


There are only two things that you can't really proactively fight and can only react against: cancer and aging. Those also sound like things that could be used to describe virtually infallible cloaking mechanics.

ShahFluffers wrote:
Also... you are confusing who is doing the "hitting and running." It's the cloaky ships.


No, I wasn't. I was pointing out that their hit-and-run tactics involved 'hit and then become impervious to retaliation' mechanics. The tactic, applied virtually anywhere else, can involve a chase. But once that cloak gets established there is nothing one can do to press the fight anymore short of getting a really lucky bump in. Hit-and-run tactics in other cases can actually involve a person having to run from something (warp disruptor range) and should they escape their enemy can actually chase them (warp to their new location).

ShahFluffers wrote:
Then it would be useless in most other capacities as you still can't probe down people sitting cloaked and afk in a safespot... and for those situations where it won't be useless it arbitrarily nerfs some ships while not affecting others.


I think you confuse me for people that are scared of people sitting in their null system afk-cloaked for days on end... Anyways, many modules do that already. Tanking modules; they'll either be doing absolutely nothing for you (you're not taking damage) or they'll only be a nerf to some ships (those dealing damage) while others aren't affected (every non-combat ship in Eve). Put more simply, your tank is only bothering people trying to kill you while it bothers nobody else. This module pretty much only bothers the people trying to kill me (and either needing a team to do so or trying to use this as their defense mechanism) and it doesn't bother anybody else.
Azrael Dinn
Imperial Mechanics
#27 - 2013-03-14 08:50:47 UTC
TheSkeptic wrote:
Azrael Dinn wrote:
Roime wrote:
Nexas Alduin wrote:
....

....
Furthermore, suggestions should contain some kind of argument why things need to be changed.
....


Because people want to hunt down cloaked ships and current game mechanics do not hold any modules, ways, ships or anything to find cloaked ships from the void of space.


Which is exactly the point of a cloak


And thats why people whine about it and thats why there should be something that allows people to find them.

After centuries of debating and justifying... Break Cloaks tm

TheGunslinger42
All Web Investigations
#28 - 2013-03-14 08:55:29 UTC
You sure did spend a lot of words to propose a terribly unbalanced, unnecessary mechanic, OP.
TheSkeptic
Federal Navy Academy
Gallente Federation
#29 - 2013-03-14 09:16:53 UTC  |  Edited by: TheSkeptic
Nexas Alduin wrote:
Roime wrote:
Purpose of a cloaking device is to make your ship undetectable. Why do you want to break the module by removing it's purpose?


TheSkeptic wrote:
Which is exactly the point of a cloak


The point of a weapon is to deal damage. Do you disagree with the existence of tanking modules, some of which outright remove the damage you dealt? The point of a propulsion module is to go faster. Do you disagree with the existence of a stasis webifier? The point of a warp scrambler/disruptor is to prevent people from warping. Do you disagree with the existence of warp stabilizers? Virtually every shipboard module that creates an advantage has an opposing module made to deny that advantage.



Your perspectives are way off to the point I question your intelligence.

The weapon deals damage, no tanking mod takes that away.
If you are talking about reps, they're just repairing the ship, not taking damage away. The guns still do the same damage.

Everything has an opposing module? really?
What module denies a passive targeter or ship scanner? what module denies plates or extenders? what module denies a salvager? what module denies a tractor beam? what module denies a strip miner? what module denies cargohold expanders?

Edit: in before some attention starved muppet says ECM.


You are comparing aggressive combat modules with a passive non aggressive module.

Please post more about how terrible you are....





...then biomass.


Azrael Dinn wrote:
And thats why people whine about it and thats why there should be something that allows people to find them.


No they shouldn't.... the cloaked ship can't hurt you, it can't even target you.

...

Mag's
Azn Empire
#30 - 2013-03-14 09:33:47 UTC
You should have named it. "Yet another pointless nerf, just because."

Cloaks are balanced.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Azrael Dinn
Imperial Mechanics
#31 - 2013-03-14 09:58:24 UTC  |  Edited by: Azrael Dinn
TheSkeptic wrote:
...
Azrael Dinn wrote:
And thats why people whine about it and thats why there should be something that allows people to find them.


No they shouldn't.... the cloaked ship can't hurt you, it can't even target you.


rolf Lol

I'm not even going to tell you how wrong you are. Just stop posting procloaking posts if you don't have better arguments Lol

I do know that if a sonar/bubble/proble or what ever module would be introtruced into the game it would break the cloaks completely. Yet I would not give a rats ass about that. But one poster (whos name I can't find and I'm still lazy doing searches) has posted alot of topics / replies how to balance cloaks. You might want to read some of what he has posted. He actualy has pretty good ideas.

But still I want a "ThisAllowsMeToFindYourCloakyShip tm" module. Just so I can go and hunt cloaked ships. Even if they are not AFK.

Mag's wrote:
You should have named it. "Yet another pointless nerf, just because."

Cloaks are balanced.


Are not. If they would be balanced I could go and find them from where ever they are.

After centuries of debating and justifying... Break Cloaks tm

TheSkeptic
Federal Navy Academy
Gallente Federation
#32 - 2013-03-14 10:28:25 UTC
Azrael Dinn wrote:
TheSkeptic wrote:

No they shouldn't.... the cloaked ship can't hurt you, it can't even target you.


rolf Lol

I'm not even going to tell you how wrong you are. Just stop posting procloaking posts if you don't have better arguments Lol


Because I'm not wrong and your argument would make you look bad?

They aren't pro-cloak posts, they're anti-terrible-ideas posts.

...

Mag's
Azn Empire
#33 - 2013-03-14 10:34:44 UTC
Azrael Dinn wrote:

Mag's wrote:
You should have named it. "Yet another pointless nerf, just because."

Cloaks are balanced.


Are not. If they would be balanced I could go and find them from where ever they are.
How does allowing you to find them make it balanced? That's like having the cake, plate, silver spoon and extra icing. How could that possibly be balanced?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

ShahFluffers
Ice Fire Warriors
#34 - 2013-03-14 10:36:20 UTC  |  Edited by: ShahFluffers
Nexas Alduin wrote:
The point of a weapon is to deal damage. Do you disagree with the existence of tanking modules, some of which outright remove the damage you dealt? The point of a propulsion module is to go faster. Do you disagree with the existence of a stasis webifier? The point of a warp scrambler/disruptor is to prevent people from warping. Do you disagree with the existence of warp stabilizers? Virtually every shipboard module that creates an advantage has an opposing module made to deny that advantage.

The counter to cloaked ships lies in the ships themselves being already nerfed in direct combat.

Again...
- Stealth Bombers have minimal tank. A T1 frigate, destroyer, or flight of Warrior II drones can rip one to pieces in under a minute or [much] less. And torpedos barely scratch anything below cruiser level.
- Recon ships all suffer from decloaking delays of 5 to 7 seconds minimum. That's 5 to 7 seconds to warp off or target and jam/scram/shoot.
- All Recons suffer from some kind of deficiency... either having low tank, low speed, low firepower, or some combination of the three.
- The only cloaky T3 ship I consider to be a serious threat is the Proteus. It's main weakness is the energy neutralizer... and if fitted with a capacitor booster to compensate then most AB cruisers can outrun it. It also doesn't have the mid-slots for an ECCM. Other T3 ships suffer from similar issues. Figure out what the common fits are and prepare yourself accordingly.

Nexas Alduin wrote:
There are only two things that you can't really proactively fight and can only react against: cancer and aging. Those also sound like things that could be used to describe virtually infallible cloaking mechanics.

See above. Cloaks may be "infallible" in their ability... but the ships that specifically use them very much are.

Nexas Alduin wrote:
I was pointing out that their hit-and-run tactics involved 'hit and then become impervious to retaliation' mechanics. The tactic, applied virtually anywhere else, can involve a chase. But once that cloak gets established there is nothing one can do to press the fight anymore short of getting a really lucky bump in.

So prepare yourself and when they decloak... retaliate. If they hit... you stop them from running and hit back.

Nexas Alduin wrote:
Hit-and-run tactics in other cases can actually involve a person having to run from something (warp disruptor range) and should they escape their enemy can actually chase them (warp to their new location).

Bear in mind that due to the weaknesses inherent in cloaking ships (that I have pointed out above) they must choose their battles... because once they decloak they are open to anything you can throw at them... and if they miscalculate then they can die very easily.

If they do miscalculate... and they somehow manage to get away from you... then that is YOUR fault... not that of the mechanics or of cloaking.

Nexas Alduin wrote:
I think you confuse me for people that are scared of people sitting in their null system afk-cloaked for days on end... Anyways, many modules do that already. Tanking modules; they'll either be doing absolutely nothing for you (you're not taking damage) or they'll only be a nerf to some ships (those dealing damage) while others aren't affected (every non-combat ship in Eve). Put more simply, your tank is only bothering people trying to kill you while it bothers nobody else. This module pretty much only bothers the people trying to kill me (and either needing a team to do so or trying to use this as their defense mechanism) and it doesn't bother anybody else.

Tanking mechanics affect all ships equally. Some are designed to use them more effectively, others, notsomuch.

Your idea specially affects certain ships within a certain specialty while not affecting others (as I pointed out in my example). And altering the idea to make it powerful enough to affect all ships within that specialty equally (i.e. all cloaking ships no matter the range) would make it overpowered.
Omnathious Deninard
University of Caille
Gallente Federation
#35 - 2013-03-14 11:01:32 UTC
Mag's wrote:
Azrael Dinn wrote:

Mag's wrote:
You should have named it. "Yet another pointless nerf, just because."

Cloaks are balanced.


Are not. If they would be balanced I could go and find them from where ever they are.
How does allowing you to find them make it balanced? That's like having the cake, plate, silver spoon and extra icing. How could that possibly be balanced?

Extra icing makes me sick.
Quite literally if I have too much sugar I start to feel ill and most times I have to scrape most of the original icing off.

Mag's wrote:

Cloaks are balanced.


^^ This ^^ x1000 every time this thread comes up.

If you don't follow the rules, neither will I.

Azrael Dinn
Imperial Mechanics
#36 - 2013-03-14 11:31:51 UTC
Mag's wrote:
Azrael Dinn wrote:

Mag's wrote:
You should have named it. "Yet another pointless nerf, just because."

Cloaks are balanced.


Are not. If they would be balanced I could go and find them from where ever they are.
How does allowing you to find them make it balanced? That's like having the cake, plate, silver spoon and extra icing. How could that possibly be balanced?


I like sugar, but it doesn't need to be on a silver plate Twisted

So lets drop this AFK thing and think less about that and more about what cloaks actualy give you. While your cloaked you can warp around the system, scan the system, make stratetic bm's all over the system, strike terror into your enemies, gather an incredible amount of intel, plan attacks and so forst. Now all that while you are cloaked and I cannot do anything to stop you even if I know your in the system. Yes I know local is part of the problem and if local would be removed then something would need to be done anyways. So with cloaks and claoked up AFK or not your have a huge variety of things you can do and I have NO way of stopping you from doing while I know you might be doing it. I call that unbalanced.

So give me more sugar ( http://www.youtube.com/watch?v=DLUaZ4hpNeg )

After centuries of debating and justifying... Break Cloaks tm

Derath Ellecon
University of Caille
Gallente Federation
#37 - 2013-03-14 12:45:40 UTC
Nexas Alduin wrote:
@Derath Ellecon

Submarines do have teeth, but using them gives away their position (via MASINT, when all else fails). That's the cloaking equivalent of dropping stealth. I don't recommend you get into a pissing match about how ships work with a guy that's in the Navy.


That still is a bad comparison. Subs can't warp away either.

And a sub can attack without dropping stealth. That would be akin to me being able to target and fire without dropping cloak.

The point is trying to compare cloaking in EVE to sub hunting in the real world is a flawed comparison.
Mag's
Azn Empire
#38 - 2013-03-14 14:06:51 UTC  |  Edited by: Mag's
Azrael Dinn wrote:
Mag's wrote:
Azrael Dinn wrote:
Are not. If they would be balanced I could go and find them from where ever they are.
How does allowing you to find them make it balanced? That's like having the cake, plate, silver spoon and extra icing. How could that possibly be balanced?


I like sugar, but it doesn't need to be on a silver plate Twisted

So lets drop this AFK thing and think less about that and more about what cloaks actualy give you. While your cloaked you can warp around the system, scan the system, make stratetic bm's all over the system, strike terror into your enemies, gather an incredible amount of intel, plan attacks and so forst. Now all that while you are cloaked and I cannot do anything to stop you even if I know your in the system. Yes I know local is part of the problem and if local would be removed then something would need to be done anyways. So with cloaks and claoked up AFK or not your have a huge variety of things you can do and I have NO way of stopping you from doing while I know you might be doing it. I call that unbalanced.

So give me more sugar ( http://www.youtube.com/watch?v=DLUaZ4hpNeg )
Why should you be able to stop me using my covert Ops covertly, with planning and gathering intel? I don't have the luxury of stopping you refitting your ship, or gathering troops to come into the system to out blob me. It all sounds like it's balanced tbh.

You also have a large variety of things you could plan. Whether the cloaker's or your plan works, gets determined at the point the cloaker de-cloaks or gets de-cloaked. Then it's down to who planned better.

It always boils down to the following:
Cloaks are balanced and should remain as is with no option made available to find them, as and until local is changed to remove it's 'easy mode' intel system.

Edit: We should also always consider WH dwellers, with any changes to cloaks.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

TheGunslinger42
All Web Investigations
#39 - 2013-03-14 14:53:17 UTC
Azrael Dinn wrote:
Are not. If they would be balanced I could go and find them from where ever they are.


No, that would make them incredibly unbalanced. The fact that you can literally do nothing at all while cloaked is what balances out the fact that other people can't find/do things to you.

It also acts as a balance to the terribly broken local channel
DJ P0N-3
Table Flippendeavors
#40 - 2013-03-14 14:58:21 UTC  |  Edited by: DJ P0N-3
Mag's wrote:
Azrael Dinn wrote:
Mag's wrote:
Azrael Dinn wrote:
Are not. If they would be balanced I could go and find them from where ever they are.
How does allowing you to find them make it balanced? That's like having the cake, plate, silver spoon and extra icing. How could that possibly be balanced?


I like sugar, but it doesn't need to be on a silver plate Twisted

So lets drop this AFK thing and think less about that and more about what cloaks actualy give you. While your cloaked you can warp around the system, scan the system, make stratetic bm's all over the system, strike terror into your enemies, gather an incredible amount of intel, plan attacks and so forst. Now all that while you are cloaked and I cannot do anything to stop you even if I know your in the system. Yes I know local is part of the problem and if local would be removed then something would need to be done anyways. So with cloaks and claoked up AFK or not your have a huge variety of things you can do and I have NO way of stopping you from doing while I know you might be doing it. I call that unbalanced.

So give me more sugar ( http://www.youtube.com/watch?v=DLUaZ4hpNeg )
Why should you be able to stop me using my covert Ops covertly, with planning and gathering intel? I don't have the luxury of stopping you refitting your ship, or gathering troops to come into the system to out blob me. It all sounds like it's balanced tbh.

You also have a large variety of things you could plan. Whether the cloaker's or your plan works, gets determined at the point the cloaker de-cloaks or gets de-cloaked. Then it's down to who planned better.

It always boils down to the following:
Cloaks are balanced and should remain as is with no option made available to find them, as and until local is changed to remove it's 'easy mode' intel system.

Edit: We should also always consider WH dwellers, with any changes to cloaks.


On behalf of w-space, to all ye who live in terror of AFK cloakers: if you give us a cloak hunting device, first we will cry about it, and then we will break it ruthlessly. Then we will be able to make ISK in even greater safety. We already know how to hunt cloakies without any fancy tools. It will do a lot of damage to the balance of w-space, but not in the way that all the "oh noes an afk cloaker" thinks. And god help you if you are one of those people who warps away and cloaks up when you see someone new in local, because we will be very good at finding you.

Instead of asking for a cloak hunting device, ask for an incentive to have friends protecting you. Right now, that is all that separates us from you.
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