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EVE New Citizens Q&A

 
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Please explain cyno fields to me

Author
Hazen Koraka
HK Enterprises
#1 - 2012-08-03 12:13:43 UTC
Hi,

I've read the wiki regarding cyno fields, and I'm not sure its clear.

It says that someone has to light up the cyno field to allow a beacon target for a jump freighter or a carrier. When they are lighting up this cyno field, they are vulnerable for up to 10 minutes (or 5 mins for force recon) as they cant activate any other modules during this time.

Does this mean that it takes 5 - 10 mins to enable the beacon for jumping or is it active as soon as its activated? I.e. is there a timer that they have to wait with the cyno lit until someone can jump to it?

I.e. is warping to a cyno beacon likely to leave you with a juicy defenceless target, or as soon as you see it are you going to end up warping to a carrier and get severely butt hurt?!

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Cap'in Haddock
Haddock's Legitimate Trading
Imurukka Conglomerate
#2 - 2012-08-03 12:33:01 UTC
The capital can jump the moment the cyno is lit.
However, anyone warping to the cyno is well aware that a capital is coming though and is probably prepared to tackle your carrier while everyone within 3 jumps arrives to kill it.
Dont underestimate the prospect of a capital killmail to rustle the jimmies of the locals.
Louis deGuerre
The Dark Tribe
#3 - 2012-08-03 12:44:21 UTC
If you light a cyno in a nonempty system people will warp to you like flies to syrup.
If they can't tackle a juicy carrier they can kill a defenseless cyno ship. It's a win-win situation.
Rajan Marelona
Hedion University
Amarr Empire
#4 - 2012-08-03 12:45:35 UTC
They can activate any modules they have on themselves but they get speed reduced to 0 and max speed from bump to 500 and can not receive repair or energy from others.
Dradius Calvantia
Lip Shords
#5 - 2012-08-03 13:14:28 UTC
SO much wrong in this thread...

Cyno ships can turn on mods

Cyno ships can receive remote assistance

Cyno ships can be bumped far faster than 500 m/sec

Major Trant
Brutor Tribe
Minmatar Republic
#6 - 2012-08-03 14:44:07 UTC  |  Edited by: Major Trant
When you light a cyno your speed is reduced to zero and you cannot warp, jump or dock. A beacon appears in space which is visible on other people's overview in the same system and they can warp to it. The cyno burns for 10 minutes and those restrictions apply during that time. Some Recon ships are bonus'd to half that time. You can log, but your ship and character remain there for those 10 minutes. I'm not sure, but I don't think you can eject from a ship that is running a cyno, but if your ship is destroyed during that time, your pod can warp out (if not bubbled). If a Cyno ship is destroyed, the cyno is also destroyed and any ship trying to use it can no longer jump. Although it only takes a few seconds to jump, it is common during a titan bridge operation for some ships to delay a few seconds ie send in the tankers first. if you get the cyno ship down fast enough, you can cut off a portion of the incoming enemy fleet. Hence cyno ships for such operations tend to be tanked bricks.

As soon as the cyno is lit, the Jump Freighter/Carrier/Titan or what ever that are IN FLEET with the cyno ship can initiate the jump. The Cyno ship can activate offensive and defensive modules, such as guns, webifiers, scramblers and reppers. It can also receive remote rep and cap. It is common for a carrier to jump in and then sit outside the station with the cyno ship repping it until the cyno is down. It is also common for the cyno pilot to be a low skill alt who is just left to take his chances in a T1 frigate equipped with nothing other than the Cyno and a Cargohold expander for the fuel. It is also common for people to use a cyno to bait people who warp to it looking for an easy kill.

Covert Op cyno's are similar but don't put a beacon in space, only last for 1 minute and use 1/10th the fuel.
Lost Greybeard
Drunken Yordles
#7 - 2012-08-03 18:03:46 UTC
Dradius Calvantia wrote:

Cyno ships can turn on mods


Out of curiosity, do you know when this was changed? Used to do the cyno beacons for a corp back in the day and it shut all other active modules off.

Not that I think you're untrustworthy, I'd just like a citation or something since I don't have any of the things lying around right now.
ShahFluffers
Ice Fire Warriors
#8 - 2012-08-03 20:55:14 UTC
Lost Greybeard wrote:
Dradius Calvantia wrote:

Cyno ships can turn on mods


Out of curiosity, do you know when this was changed? Used to do the cyno beacons for a corp back in the day and it shut all other active modules off.

Not that I think you're untrustworthy, I'd just like a citation or something since I don't have any of the things lying around right now.

I've been playing for more than 3 years... as far as I can remember, I has always been possible to activate any and all modules save for ABs, MWDs, and cloaks while lighting a cyno. So yeah... you can fight in a battleship while calling in the capitals.

Cyno ships can also receive remote assistance (it's good fun to try and keep your wimpy cyno ship alive under heavy fire).

They can also be bumped quite far. Like... it's possible to light cynos next to deathstar POSs and have a friend/alt bump the cyno ship into the POS shields.
gfldex
#9 - 2012-08-03 21:48:40 UTC
ShahFluffers wrote:
I've been playing for more than 3 years...


Young man, your knowledge of history is lacking. When carriers where new, a cyno ship was invulnerable for the duration of the cyno cycle. As a compensation it could not use any modules in return.

If you take all the sand out of the box, only the cat poo will remain.

Disastro
Wrecking Shots
#10 - 2012-08-03 22:34:06 UTC
Hazen Koraka wrote:
Hi,

I've read the wiki regarding cyno fields, and I'm not sure its clear.

It says that someone has to light up the cyno field to allow a beacon target for a jump freighter or a carrier. When they are lighting up this cyno field, they are vulnerable for up to 10 minutes (or 5 mins for force recon) as they cant activate any other modules during this time.

Does this mean that it takes 5 - 10 mins to enable the beacon for jumping or is it active as soon as its activated? I.e. is there a timer that they have to wait with the cyno lit until someone can jump to it?

I.e. is warping to a cyno beacon likely to leave you with a juicy defenceless target, or as soon as you see it are you going to end up warping to a carrier and get severely butt hurt?!


Typically folks will use a fairly disposable ship when they light a cyno field. They will use a kestrel or some other cheap frigate knowing full well that the frigate is likely to get fried. In null sec if you are lighting it in a system populated by your alliance mates you are probably safe enuff. Some folks will light it in a tankier ship if they know they will likely recieve help if attacked.

As for the carrier or jump freigther safety most people light it within docking range of a station or outpost or close to the shields on a player owned station or within short warp range of a player owned station in null sec (if the system is clear of neutrals or reds).

Yes cyno frigates are frequent targets of pirates. There are lots of folks in eve who have killboards filled with nothing else.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#11 - 2012-08-03 22:40:48 UTC
Major Trant wrote:
When you light a cyno your speed is reduced to zero and you cannot warp, jump or dock. A beacon appears in space which is visible on other people's overview in the same system and they can warp to it. The cyno burns for 10 minutes and those restrictions apply during that time. Some Recon ships are bonus'd to half that time. You can log, but your ship and character remain there for those 10 minutes. I'm not sure, but I don't think you can eject from a ship that is running a cyno, but if your ship is destroyed during that time, your pod can warp out (if not bubbled). If a Cyno ship is destroyed, the cyno is also destroyed and any ship trying to use it can no longer jump. Although it only takes a few seconds to jump, it is common during a titan bridge operation for some ships to delay a few seconds ie send in the tankers first. if you get the cyno ship down fast enough, you can cut off a portion of the incoming enemy fleet. Hence cyno ships for such operations tend to be tanked bricks.

As soon as the cyno is lit, the Jump Freighter/Carrier/Titan or what ever that are IN FLEET with the cyno ship can initiate the jump. The Cyno ship can activate offensive and defensive modules, such as guns, webifiers, scramblers and reppers. It can also receive remote rep and cap. It is common for a carrier to jump in and then sit outside the station with the cyno ship repping it until the cyno is down. It is also common for the cyno pilot to be a low skill alt who is just left to take his chances in a T1 frigate equipped with nothing other than the Cyno and a Cargohold expander for the fuel. It is also common for people to use a cyno to bait people who warp to it looking for an easy kill.

Covert Op cyno's are similar but don't put a beacon in space, only last for 1 minute and use 1/10th the fuel.


^^ QFT.... This is pretty much everything you need to know about the cyno mechanic...

A few additional points:

1.) The ships cynoing into the cyno will randomly materialize about 5 km's from the cyno beacon. If the incoming cyno ship tries to materialize on-top of an object already in space (like a station), it causes the incoming cyno ship to bounce. Bouncing is very dangerous, as it a hard bounce can easily knock a carrier 50+ km's away from it's cyno in location. You can bounce of ships, stations, POS mods and force fields, etc.

2.) There is a delay between jumping to a cyno and actually materializing at the cyno. If the cyno ship is destroyed during this delay period, the jumping ship often materializes randomly within the destination solar system. Sometimes this is at a celestial (like inside the sun), sometimes this is in a wonderful deep safe.... it is random...

Louis deGuerre
The Dark Tribe
#12 - 2012-08-04 00:15:27 UTC
Gizznitt Malikite wrote:
[

2.) There is a delay between jumping to a cyno and actually materializing at the cyno. If the cyno ship is destroyed during this delay period, the jumping ship often materializes randomly within the destination solar system. Sometimes this is at a celestial (like inside the sun), sometimes this is in a wonderful deep safe.... it is random...



Are you sure this is still true ? I recall making deep safes this way had been made impossible.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#13 - 2012-08-04 00:38:47 UTC
Louis deGuerre wrote:
Gizznitt Malikite wrote:
[

2.) There is a delay between jumping to a cyno and actually materializing at the cyno. If the cyno ship is destroyed during this delay period, the jumping ship often materializes randomly within the destination solar system. Sometimes this is at a celestial (like inside the sun), sometimes this is in a wonderful deep safe.... it is random...



Are you sure this is still true ? I recall making deep safes this way had been made impossible.


I made several "deep safes" on Sisi for AT practices last month.... I noticed that the mechanics have changed from the last time I made deepsafes using this method on TQ (at least several months ago). I would still spawn in a "random" position in space, however the randomness of my spawn point was no longer quite as random. I found my spawn points when repeatedly jumping to a collapsing cyno didn't very nearly as much as it used to. Repeated create-a-deep-safe-via-collapsing-cyno attemps often put me in the same area of space (w/in 1 au or even sometimes on the same grid as previous attempts). However, the location of this spawn point still varied from system to system, and was still occasionally in a deep safe.