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Player Features and Ideas Discussion

 
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Cynojammer module

First post First post
Author
Justitia McKingston
#21 - 2012-09-24 12:38:11 UTC
Quote:
maybe because such a module which would deny a whole team of friends coming in via bridge just by 1 click would be way too overpowered


Overpowered, if it works for the whole System -> yes.
But only directed like a Disruptor on a single Target at maximum 20km and with a loooong cycle Time? Yay THAT is overpowered.... not.

Quote:
you should ask CCP why there is no countermodule


I think im asking it already.. this is a Diskussion Thread for new ideas or not?
Warde Guildencrantz
Caldari Provisions
Caldari State
#22 - 2012-09-24 12:52:38 UTC  |  Edited by: Warde Guildencrantz
god forbid there is 1% of risk in ganking a single ship with 10 people

maybe you should be prepared to fight a gang? That's what hot drops are typically, a gang that wants a fight. Gangs typically wont hotdrop a single ship, unless it is expensive, so unless you are in a gang, you don't have to worry about hotdrops much, and if you are in a gang, you should be ready to fight a hotdrop, or run quickly. It's not that hard.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Robert Caldera
Caldera Trading and Investment
#23 - 2012-09-24 12:55:30 UTC
Justitia McKingston wrote:
Overpowered, if it works for the whole System -> yes.
But only directed like a Disruptor on a single Target at maximum 20km and with a loooong cycle Time? Yay THAT is overpowered.... not.

blocking cyno for a hotdrop (which usually is within said range) IS overpowered.
Justitia McKingston
#24 - 2012-09-24 13:03:44 UTC
Quote:
Gangs typically wont hotdrop a single ship, unless it is expensive


No. This is sad but they hotdop everything....

Quote:
god forbid there is 1% of risk in ganking a single ship with 10 people


In deep null sec maybe but not in Lowsec. Or better .. not near my home :-)

Quote:
blocking cyno for a hotdrop (which usually is within said range) IS overpowered.


No. They could use 2 or 3 or 4 Ships with cynos. The main problem is that you get the Hotdrop only if they outnumber you by 2:1 or greater. If not, they let the single Cyno die. Wow.. 30m Isk loss.

If there were such a module they are forced to use more than one Ship or another Tactics and are probably willing to fight at eqal numbers instead to lose their 3 or 4 Cynoships.
Anthar Thebess
#25 - 2012-09-24 13:09:20 UTC
Robert Caldera wrote:
Anthar Thebess wrote:
Interesting idea for me.
I would suggest 0.1AU range , BS or bigger ship module requiring Huge power grid , and constant cap boostes supply.
If ship have an active cynojammer, he cannot be cloaked, or warp , because of cynojammer he would have reduced resistances?.
I would say :
- 15minute cycle ( on max skills)
- 20 (800GJ) cap boosters per activation , stored in module
- 60s reload time ( on max skills)
- new skills
So every 15minutes there will be a 1 minute window , or you have to sacrifice at least 2 ships to cynojam and a can full of cap boosters.

Ship can be in POS.


and yet you all failed to provide an argument, WHY we would need some kind of cyno inhibitor module at all.


For fun?
I prefer fight 10 vs 10 than 1 vs 25 .
The bpc for this cynojammer shoudl be expensive in case of ISK in LP store ( to not be abused).

This whoudl create additional level of abstraction in fleet engagemnets. Have they a cynojammer in a ss or not?
20s in a battle is a long time :) And adding "activation time delay " coudl add a positive aspect to a game.

Robert Caldera
Caldera Trading and Investment
#26 - 2012-09-24 13:22:50 UTC  |  Edited by: Robert Caldera
Justitia McKingston wrote:

No. They could use 2 or 3 or 4 Ships with cynos. The main problem is that you get the Hotdrop only if they outnumber you by 2:1 or greater. If not, they let the single Cyno die. Wow.. 30m Isk loss.

3-4 ships, which you would ofc spot in local 2 jumps away and f*ck off to station, safespot or whatever.
A cyno ship MUST look like a usual gank victim - alone and stupid.

Anthar Thebess wrote:

For fun?
I prefer fight 10 vs 10 than 1 vs 25 .

I feel you play the wrong game. Eve is not about equal fights, they do happen occassionally but they aren't very eve-like and rather exceptional. Even in 10 vs. 10 most likely outcome is one gang running from the other because of 1) fleet composition 2) FC shitting himself 3) falcon 4-n) think you something else.
Surprise buttsex however reflects entirely eve spirit in whole, people mostly engage because they feel they are in advantage over others, who usually think the same way and would probably run anyways. Cyno is a good and sometimes required tool to provide said surprise buttsex.
Ryshca
Viziam
Amarr Empire
#27 - 2012-09-24 13:25:36 UTC  |  Edited by: Ryshca
Robert Caldera wrote:
Justitia McKingston wrote:
So .. why no countermodule for Cynofield Generator? (mechanics are fine [for those with excessive money] is not a valid argument in my opinion)

you should ask CCP why there is no countermodule, maybe because such a module which would deny a whole team of friends coming in via bridge just by 1 click would be way too overpowered. You have a counter which isnt easy always: shoot. Someone who spent some time playing would smell a bait anyways and this should be the way to avoid a hotdrop not a stupid module for gatecampers.
The only thing a cyno effectively does is denying you local intel, which is all right because local is overpowered anyways.
Sad we need a 120bil ship, a POS, a bait and fuel for everything just to counter instant local.


Maybe a module which allows you to get a whole team of friends coming in via bridge by 1 click is way too overpowered?

PS: Mobile cynojammer is an interesting idea imho, could even be system-wide. So you would be forced to send a subcap fleet to kill the cyno-jammer before you can finish the rest with your supers....it is at least a possible way to counter super blobs.
Robert Caldera
Caldera Trading and Investment
#28 - 2012-09-24 13:30:36 UTC  |  Edited by: Robert Caldera
Ryshca wrote:

Maybe a module which allows you to get a whole team of friends coming in via bridge by 1 click is way too overpowered?

no. Like I previously pointed out, the sole purpose of cyno is bypassing local intel, which is absolutely fine because local is definitely ridiculously OP and allows 100% safe pvp except for hotdrops, which you want getting nerfed.
Having more friends is not OP its the nature of MMO.
Justitia McKingston
#29 - 2012-09-24 13:46:19 UTC
@Robert: I have no problem with being hotdropped. I have a problem with being only hotdropt by a enourmus number of enemies and not being hotropped by eqal numbers because the hotropper have a chance to lose some Ships....

a 3-4 man gang can look dump and easy to kill, too.
You say i just want to gank single victims and cry for a nerf of the big brother that can prevent this but it is not like that. I want more punishment/risk for the Hotdroppers if they decide not to bring in their friends.

A system wide mobile Cynojammer would be overpowered in my opinion.
Robert Caldera
Caldera Trading and Investment
#30 - 2012-09-24 14:01:26 UTC  |  Edited by: Robert Caldera
Justitia McKingston wrote:
@Robert: I have no problem with being hotdropped. I have a problem with being only hotdropt by a enourmus number of enemies and not being hotropped by eqal numbers because the hotropper have a chance to lose some Ships....

gangs are big not because people dont accept losses but because everyone wants on KM, such gangs grow very quickly. From personal experience I wouldnt mind to jump with 3-4 people on a single target (already did that with BO). The blobbing issue isnt a specific cyno problem, its present in whole eve. However by creating such a cyno inhibitor you would practically make cyno useless for hotdrops, since you would only kill unprepared people, everyone else including gatecamps will have taken their last threat away and leave them unopposed - cyno is the only way to get them busted.
Justitia McKingston
#31 - 2012-09-24 14:12:06 UTC
Yes this is a argument.

But you are still not able to get those who are shy and are only interested to gank iterons at gate.
Lucy PewPew
Solos Nexus
Pandemic Horde
#32 - 2012-09-24 14:34:58 UTC
I don't think is needed. Hot drops are part of the dangers of living in New Eden.

If you're getting hotdropped all the time where you are based you've got at least three options:

1. Assume anyone from the corp/alliance that's dropping you has a cyno and warp off/shoot them if they appear on grid.

2. Find out the name of their titan/blops pilots and be extra vigilant when they are online.

3. Move.

If you are losing a lot of ships to being hot dropped then this is going to continue until you make it not worth it for them. Deny them the easy kills, or make them expensive in terms of losses and they'll find someone else to attack. Play the long game.
Nikk Narrel
Moonlit Bonsai
#33 - 2012-09-24 14:59:01 UTC
Hot Drops happening in low or null sec are a part of life.

Local makes stealth ships a known presence, so having one able to actually conceal something restores to them their intended ability.

So long as I cannot slip my bombers in behind you, I cannot deny that Hot Dropping is at least putting them back on the map.

Learn to fit a tank, fly bait ships, work in groups.

Null and low sec are group oriented parts of EVE. Get a group.
Justitia McKingston
#34 - 2012-09-24 16:02:27 UTC
Ok and again... or better i quote it:
Quote:
I have no problem with being hotdropped. I have a problem with being only hotdropt by a enourmus number of enemies and not being hotropped by eqal numbers because the hotropper have a chance to lose some Ships....


Or in short: I dislike the Chickens not hotropping if they do not absolutly outnumber us! And the worst thing on that is that all they risk if we catch the Bait is that one single 30m ship. Hotropping is 0 Risk and MAX reward because you never have to move out anything of value.
Nikk Narrel
Moonlit Bonsai
#35 - 2012-09-24 16:17:33 UTC
Justitia McKingston wrote:
Ok and again... or better i quote it:
Quote:
I have no problem with being hotdropped. I have a problem with being only hotdropt by a enourmus number of enemies and not being hotropped by eqal numbers because the hotropper have a chance to lose some Ships....


Or in short: I dislike the Chickens not hotropping if they do not absolutly outnumber us! And the worst thing on that is that all they risk if we catch the Bait is that one single 30m ship. Hotropping is 0 Risk and MAX reward because you never have to move out anything of value.

Ok, the foundation of your argument is seriously flawed.

Point 1>>> You do not have the right to deny others the ability to attack you, so long as you are in low or null security space. The best you can do is avoid them, or provide a deterrent to make them not risk it.

Point 2>>> The art of combat does not care about fairness, or anything meaning fairness indirectly. It is about overwhelming force being applied ruthlessly in order to secure victory with minimal losses.

Real warfare is conducted only as a last desperate resort by evenly matched forces, and both leaders should be executed for treason. Committing loyal forces to a fight with only 50 / 50 odds of winning is madness, and an insult to those who follow you.
The side picking the fight should achieve their objective simply by showing up, not leaving objectives to chance as if trivial.

In short: Pick your battles.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#36 - 2012-09-24 22:39:22 UTC
Robert Caldera wrote:
no, cyno mechanics are fine. You still can scan ship fit and detect a cyno bait.


Scanning a ship to detect bait is only feasible in a limited number of situations... For example: You can't scan a cloaked ship.

Really, the cyno mechanics are not "fine"!!!!

1.) Cyno mechanics allow capitals to travel from station to station 100% safe... The ONLY way a pilot is vulnerable when traveling via cyno from station to station is incompetence or betrayal. As a drawback, the cyno ship is vulnerable for an extended period of time... but that ship can be a disposable noobship, so the drawback isn't really a drawback!

2.) Hotdrops are a completely unscoutable force. I can send a scout into a gate camp, and it can report the composition, setup, etc.. You can't pragmatically scout hotdrops except in a very limited circumstances.

3.) I think this cynojammer has potential, but needs some tweaking...
-- When a cyno is lit, the ship that lights the cyno is immobilized for 10 minutes, and creates a warp-able beacon. I think it's appropriate for the cyno-jamming ship to have similar drawbacks...

This is how I would edit the idea:
a.) I think a cynojammer module should not turn off a cyno, but should just inhibit bridging/jumping to the cyno... essentially leaving the cyno ship with a cyno up and all the cyno drawbacks, but disconnected from all the support he's trying to cyno in.
b.) I think the cynojammer should be directed at the ship that lit the cyno, inhibiting all cyno's lit by that ship. For ease of targeting, targeting the cyno should auto-target the ship that lit the cyno.
c.) I think using the cyno jammer should immobilize your ship for a moderately nasty time frame (like 1-3 minutes). It should also have fitting requirements that make it only feasible to fit on a cruiser or larger sized ship! This will limit gatecamps from straight up cynojamming every ship that enters it.
d.) I'm toying with this idea: Let it work on POS cyno beacons too...

If it just turns off a cyno, I can use it to turn off any cyno when I'm done with it, and I no longer need to wait the full 10 minutes for a cyno to go down.
It can be reasonably countered when the hotdroppers bring multiple cyno ships, or when they bring in ships outside of cyno jamming range.
Since cyno-jamming leaves you vulnerable, so it won't be will nilly used to disrupt logistics unless you have support.
and
It encourages people to hurry up with bridging... which may result in lots of jump to instead of bridge to misclicks!!!
Robert Caldera
Caldera Trading and Investment
#37 - 2012-09-25 01:00:00 UTC
Gizznitt Malikite wrote:

1.) Cyno mechanics allow capitals to travel from station to station 100% safe... The ONLY way a pilot is vulnerable when traveling via cyno from station to station is incompetence or betrayal. As a drawback, the cyno ship is vulnerable for an extended period of time... but that ship can be a disposable noobship, so the drawback isn't really a drawback!

if this is an issue at all, its not covered by the suggested inhibitor by any means.

Gizznitt Malikite wrote:
2.) Hotdrops are a completely unscoutable force. I can send a scout into a gate camp, and it can report the composition, setup, etc.. You can't pragmatically scout hotdrops except in a very limited circumstances.

this is the whole point if a hotdrop.
Not everything should be scoutable so easy, you are aleady too used to easy instant and always present local as intel, which is too OP for itself, so it doesnt suit as argument for anything anyways - intel and scouting needs a nerf on its own, it gives too much information at almost no cost.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#38 - 2012-09-25 03:49:29 UTC
Robert Caldera wrote:
Gizznitt Malikite wrote:

1.) Cyno mechanics allow capitals to travel from station to station 100% safe... The ONLY way a pilot is vulnerable when traveling via cyno from station to station is incompetence or betrayal. As a drawback, the cyno ship is vulnerable for an extended period of time... but that ship can be a disposable noobship, so the drawback isn't really a drawback!

if this is an issue at all, its not covered by the suggested inhibitor by any means.

Gizznitt Malikite wrote:
2.) Hotdrops are a completely unscoutable force. I can send a scout into a gate camp, and it can report the composition, setup, etc.. You can't pragmatically scout hotdrops except in a very limited circumstances.

this is the whole point if a hotdrop.
Not everything should be scoutable so easy, you are aleady too used to easy instant and always present local as intel, which is too OP for itself, so it doesnt suit as argument for anything anyways - intel and scouting needs a nerf on its own, it gives too much information at almost no cost.


1.) Your right that the cynojammer doesn't solve the cyno station games. I only mentioned it as one of the imperfections of cyno mechanics. I also once suggested that if a cyno is lit on a station, ships should automatically materialize 5+ km's outside of the docking perimeter (in a similar manner to how ships materialize when they attempt to cyno in too close to a POS shield). Lets just say JF pilots loathed such an idea, and it was generally deamed unacceptable, as people think mutlbillion isk captials should be safe accept for when they are prepared to bring it into combat. We'll drop this topic now..

2.) Difficult to scout and unscoutable are two very different concepts. Achilles was hard to kill, be he wasn't unkillable. Interdiction nullified covert T3's are hard to catch, but they aren't uncatchable (although they are too close to it for my taste!).
Finally, pointing out how its broken that "local chat doubles as an omniscient intel system" is hardly justification for maintaining a broken hotdrop mechanic. I firmly desire to Replace Local With an Intel Tool, so people have to work for their intel (Read my thread to see moreless what I'd like implemented). However, I don't think the problems with Local being used as an Intel Tool are solved by hotdrop mechanics!!! Sure they allow you to catch skittish gate campers, but hotdroppers are not better, more honorable, or less chickenshit than gatecampers... they're just more advanced in the gank, and are typically even more risk adverse!!! If you want a compromise, perhaps covert cyno's should be unjammable.
Ryshca
Viziam
Amarr Empire
#39 - 2012-09-25 07:10:07 UTC
Robert, serious questioin. Why are you defending the hotdroping so energetic?
It is kind of lame to drop with 100 people on 5 gate campers isn't it? I remember you wrote something about the only chance to catch them since they have intel in the surrounding systems. But wouldn't it be better to work on the intel/local as my preposter mentioned to avoid it?
I also fail to see how it is fair that a few get suddenly hotdroped from so many people, it the old blobing problem.
Robert Caldera
Caldera Trading and Investment
#40 - 2012-09-25 08:15:11 UTC  |  Edited by: Robert Caldera
Gizznitt Malikite wrote:
2.) Difficult to scout and unscoutable are two very different concepts. Achilles was hard to kill, be he wasn't unkillable. Interdiction nullified covert T3's are hard to catch, but they aren't uncatchable (although they are too close to it for my taste!).

hotdroppers are usually locals who live in a certain area, they have their titan in a certain POS and dont move it much. So if you are moving in an area a lot you know the locals and could always scout their staging POS and have their titan in watchlist.

Ryshca wrote:
Robert, serious questioin. Why are you defending the hotdroping so energetic?
It is kind of lame to drop with 100 people on 5 gate campers isn't it? I remember you wrote something about the only chance to catch them since they have intel in the surrounding systems. But wouldn't it be better to work on the intel/local as my preposter mentioned to avoid it?
I also fail to see how it is fair that a few get suddenly hotdroped from so many people, it the old blobing problem.

so? eve isnt fair and I dont like the idea of having absolutely no counter for gatecampers.
One option more is always better than one option less, dont you think?