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Player Features and Ideas Discussion

 
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Cynojammer module

First post First post
Author
Nikk Narrel
Moonlit Bonsai
#81 - 2012-09-25 16:45:41 UTC
Ryshca wrote:
Nikk Narrel wrote:
Justitia McKingston wrote:
Quote:
Good news for those wanting to get that fleet. You can freely fight your way to them, and fight them in their system while they wait for their cyno.


Cant believe this... what do you think they will do if we come with 20 man in Local? ... they go dock. They have 0 Risk. Thats it.

So you acknowledge that having allied ships present will act as a deterrent against hot drops.

If hot drops avoid you due to your use of teamwork, and consequent strength of presence in system, what problem remains?

You have just outlined how to beat hot drops.


You can prevent hot drops by having more friends near by, yes. (blobbing argument)
You can also pop the cyno bait, yes. (not quick enough for small/medium gangs)

The idea for the cyno jammer is that you need to do more than: get the bait in, cyno, easy kills. You would have to get a smaller fleet together which is even smaller or equal to the size of the fleet you want to kill. While fighting them, you kill their cyno jammer and can as usual hotdrop them with your superior gang and kill them.

You are asking for the ability to stop multiple players who are working together, presumably so they cannot attack you.

At that point, following the general idea, you will be able to easily overpower the ship that intended to cyno the rest.

Please realize you gave the work-a-round definition of an "I win" button by doing this. Team play should never be at a disadvantage in this manner.
Justitia McKingston
#82 - 2012-09-25 16:57:46 UTC
Lord Zim wrote:
Ryshca wrote:
You can prevent hot drops by having more friends near by, yes. (blobbing argument)

This is EVE, you can either blob, or you can spend time looking at what goes on in the area where you're moving in/through. If you see a certain gang constantly hotdropping travellers, you can get intel on the gang they use by spying on them and noting their fleet comp, and you can counter that fleet comp without "blobbing" (although most of the time, "enemy number + 1" or "the other guy won" is automatically "the other guy blobbed", these days vOv).

Most hotdrops aren't 100-200 strong, and I wouldn't call even a 200 vs 200 gang fight "a blob fight"

Ryshca wrote:
You can also pop the cyno bait, yes. (not quick enough for small/medium gangs)

Cynos are often lit by frigs or dictors, they're often easy to take care of by having one or more instacanes.

Ryshca wrote:
The idea for the cyno jammer is that you need to do more than: get the bait in, cyno, easy kills. You would have to get a smaller fleet together which is even smaller or equal to the size of the fleet you want to kill. While fighting them, you kill their cyno jammer and can as usual hotdrop them with your superior gang and kill them.

So fleets of supers, caps and huge blobs would just fit this module and be completely safe from strategic counterdrops during sov fights? Because such a module would become mandatory pretty damn quick.

There's a reason the current cyno jammer module is a system-wide module sititng at a POS; having it on one or more ships would be overpowered.


The cynojammer Module should have a limited Range but this was written a couple of sites before. Its like a Warpdisruptor with 20 km Range. So yes you can fit it on every ship but if the cyno is at lets say 50 ..... Counterdrop.
Lord Zim
Gallente Federation
#83 - 2012-09-25 16:59:53 UTC
Justitia McKingston wrote:
The cynojammer Module should have a limited Range but this was written a couple of sites before. Its like a Warpdisruptor with 20 km Range. So yes you can fit it on every ship but if the cyno is at lets say 50 ..... Counterdrop.

So one dictor or two to bubble you, the cynoship opens cyno 170km away from you and they all warp to either the dictor or to his wreck or some can he dropped nearby, and we're back to "abloo bloo bloo filthy hotdrop blobbers".

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gizznitt Malikite
Agony Unleashed
Agony Empire
#84 - 2012-09-25 17:00:14 UTC

Hotdropping is the epitome of riskless PvP! Adding more risk to hotdroppers is a good thing, and you have to be a complete coward not agree. At the same time, its an interesting and neat mechanic, and I really don't think it should be completely nerfed away! This is a reasonable middle-ground compromise, and no-one has come up with a good argument against it.

Here is the two primary reasons people are against hotdropping:

1.) It is an unscoutable force that can be dropped instantly. Worse, the hotdroppers can actually tailor their ships to purposely take out enemy forces, making them essentially a perfect counter to whomever they drop.

The rebuttal is: "but they're not unscoutable"...
Robert Caldera wrote:

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.


Frankly, this rebuttal is just invalid. Yes, if you are aware of specific opponents that are known to hotdrop, you can take precautions to let you know if they have a hotdrop ready to go. However, titans are ubiquitous these days, with well over 500 in game. Their bridge range is 6.5-8.5 ly's, which means they can reach a target constellation from any of 100+ systems in the neighboring regions, and they often employ OOC bait. So, unless you are dealing with a very specific rival that honestly doesn't even attempt to avoid your scouts, your ability to scout hotdroppers is pragmatically non-existent!

2.) Hot dropping is the epitome of riskless PvP. It has no counter.

The Rebuttal is: "but you can counter hotdrop"...
Robert Caldera wrote:

you could scout them, bait them and counterhotdrop with superior numbers.


To counter hotdrop you need access to a titan (and mayhap a BO), which sets the bar for countering a hotdrop too high IMO. For your hotdrop to be successful, you need to have an idea of what they are bringing, which means they need to be scoutable (see point 1).


So, it's pretty clear there are problems with hotdrop mechanics, and non of the rebuttles in this thread have even come close to addressing them. Instead, all that's left is the old, "it doesn't need to have a counter, its fine as is" argument. You can berry your head in the sand like an ostrich, but it won't change the fact hotdrops are unhealthy in their current form. I've Hotdropped, I've counter-hotdropped, and I've been hotdropped. In my experience, hotdropping is the equivalent of mining roids for killmails, and I really don't understand why people are so adamantly opposed to ideas that could make it more interesting and challenging.

Robert Caldera wrote:
i am not scared [of this module idea,] I think it is a devastating nerf to hotdrops because such [hotdrop] attempts will become (more) obvious and scare off targets.


What happens when you hotdrop a gate camp now?? They call cyno up, and they typically gtfo as much as possible because they know whatever is coming through will typically be more than they can handle. You even admitted your bait is rarely at risk because of the gang behind it. So this is essentially easy, nearly riskless killmail farming... and you need this why??

or

With this module, the gate campers may attempt to "jam" the cyno, and stick around to kill your bait (which now has more risk), or you can bring in more ships, which might scare the gate campers off. If you bring too small a bait force, your cyno might fail, if you bring too many, you won't get the fight... So, rather than have easy-mode, riskless pvp, you suddenly have to HTFU and make a touch choice, which can cost you ships if make the wrong one!
Lord Zim
Gallente Federation
#85 - 2012-09-25 17:03:45 UTC
Gizznitt Malikite wrote:
Hotdropping is the epitome of riskless PvP!

Ask makalu if he thinks hotdropping is the epitome of riskless PVP.

That is, if he logs in because the loss of what, 15 supers? in one go hurt too much.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Robert Caldera
Caldera Trading and Investment
#86 - 2012-09-25 17:13:06 UTC
Gizznitt Malikite wrote:

1.) It is an unscoutable force that can be dropped instantly.

- it is scoutable, with some effort but it is. Even if its even much more harder, its good, there is too much scouting in this game already anyways.
- nothing drops instantly, it takes at least 10 seconds till bridged ships can do something on grid

Gizznitt Malikite wrote:

2.) Hot dropping is the epitome of riskless PvP. It has no counter.

you can repeat that as many times as you like, its wont get true by this.
Enough has been said about this, I'm not gonna reiterate on this.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#87 - 2012-09-25 17:17:59 UTC
Lord Zim wrote:
Gizznitt Malikite wrote:
Hotdropping is the epitome of riskless PvP!

Ask makalu if he thinks hotdropping is the epitome of riskless PVP.

That is, if he logs in because the loss of what, 15 supers? in one go hurt too much.


Do you really think that a range limited cyno-jamming module would have prevented this?? I don't... I think any major operation will have redundancies and take precautions. We're not talking about a ship that can cyno-jam an entire system here!

Also, hotdropping is still the epitome of riskless PvP, it just shows that predictability will undermine everything/anything.

Lord Zim
Gallente Federation
#88 - 2012-09-25 17:37:27 UTC
Gizznitt Malikite wrote:
Do you really think that a range limited cyno-jamming module would have prevented this?? I don't... I think any major operation will have redundancies and take precautions. We're not talking about a ship that can cyno-jam an entire system here!

Did I say it would? No. What my point was that makalu hotdropped test in their new staging system, and they were in turn counterdropped while they were held down by tons of dictors.

If this "cynojam module" were to happen, all the hotdroppers would do is adapt by sending in tacklers (such as dictors), light the cyno >150km off, and warp down to the tackled fleet. The end result would be the same, "abloo bloo bloo filthy hotdroppers :(".

Gizznitt Malikite wrote:
Also, hotdropping is still the epitome of riskless PvP, it just shows that predictability will undermine everything/anything.

The predictability of a hotdrop can easily be made unpredictable by an unexpected counter-hotdrop.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Ryshca
Viziam
Amarr Empire
#89 - 2012-09-25 17:49:20 UTC
Lord Zim wrote:
Ryshca wrote:
You can prevent hot drops by having more friends near by, yes. (blobbing argument)

This is EVE

Valid argument, eve isn't for pussies.

Lord Zim wrote:

Ryshca wrote:
You can also pop the cyno bait, yes. (not quick enough for small/medium gangs)

Cynos are often lit by frigs or dictors, they're often easy to take care of by having one or more instacanes.

Not every cyno bait is a cyno kestrel, you can also use heavy tanked dictors.

Lord Zim wrote:

So fleets of supers, caps and huge blobs would just fit this module and be completely safe from strategic counterdrops during sov fights? Because such a module would become mandatory pretty damn quick.

There's a reason the current cyno jammer module is a system-wide module sititng at a POS; having it on one or more ships would be overpowered.


That is true.
Means if there would be such a module it would have to be restricted to a new ship as we got it with dictors/hictors etc. While that ship should be very weak with restrictions for the modules only able to be used from one ship at the same time, not being used in pos, global in the overview like cynos etc...but hell why not jamming the whole system, not like people say here just a few km.
Lord Zim
Gallente Federation
#90 - 2012-09-25 21:53:48 UTC
We have a system-wide cynojammer module, it's linked to SOV for a reason: it's a damn powerful strategic tool. Putting this strategic power on a single ship would be ********.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#91 - 2012-09-25 22:13:30 UTC
But Lord Zim, what if I am part of a pubbie corporation and/or alliance that is too poor/lazy to take sov and thus defend myself from hotdrops?
Lord Zim
Gallente Federation
#92 - 2012-09-25 22:20:31 UTC
Emperor Salazar wrote:
But Lord Zim, what if I am part of a pubbie corporation and/or alliance that is too poor/lazy to take sov and thus defend myself from hotdrops?

Then I guess "suck vacuum" is appropriate.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Justitia McKingston
#93 - 2012-09-26 06:59:25 UTC  |  Edited by: Justitia McKingston
I dont think a new Ship is needed for this and i think a systemwide cynojam is too powerful. Making it mobile would be a must have for everyone and then you would have the problem of many systems permajammed by logged in cyno jamming alts. A horror scenario for Logistics.

The tactic by getting some dictors, bubbling the enemys and then light up the cyno 170 km away is fine. At least you need some dictors and a fast cyno ship. That is teamplay and organisation. That should be rewarded.

But at the moment you just need one ship.
Lord Zim
Gallente Federation
#94 - 2012-09-26 07:29:35 UTC
The end result would be exactly the same, you'd still be wah wah waahing about how unfair the advantage the hotdroppers had was. vOv

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Justitia McKingston
#95 - 2012-09-26 08:23:13 UTC
Quote:
you'd still be wah wah waahing about how unfair the advantage the hotdroppers had was. vOv


You dont know me. Dont tell me what i might think or not.


The end result is not the same. There is a difference. Prepared actions from multiple players are fine. The only thing that is not fine is that many hotdroppers are framing kills like shooting belt-rats.
They send out multiple new characters with cyno, one in each direction, and hope that one of them would find something to gank. Even if they lose some of them it is not a big loss. There is no preparation and no fight. It is just random ganking/farming.

The Cynojamming Module is only able to prevent this "one bait in each direction roaming " strategy. Not more.
Well prepared Drops are still possible and manageable.
Nikolai Dostoyevski
Federal Navy Academy
Gallente Federation
#96 - 2012-09-26 08:33:06 UTC
Fully support this idea. Anything to reduce the ability of people to project power so easily. Make Eve feel larger again. Give smaller fleets a chance against the large alliances while they scramble their fleets and take time to journey to the battle.

In fact, they should just get rid of the whole cyno/jumping thing in its entirety.
Lord Zim
Gallente Federation
#97 - 2012-09-26 08:45:05 UTC  |  Edited by: Lord Zim
Justitia McKingston wrote:
You dont know me. Dont tell me what i might think or not.

Maybe not you, specifically, but someone will invariably complain. Conveniently, I suspect this guy would complain his heart out if this change went in and he still got hotdropped in this fashion and got completely wiped out:

Nikolai Dostoyevski wrote:
Anything to reduce the ability of people to project power so easily.

It wouldn't do any of the sort, with this idea.

Nikolai Dostoyevski wrote:
Make Eve feel larger again. Give smaller fleets a chance against the large alliances while they scramble their fleets and take time to journey to the battle.

This wouldn't happen with this idea, either.

Nikolai Dostoyevski wrote:
In fact, they should just get rid of the whole cyno/jumping thing in its entirety.

This won't happen until nullsec is capable of supporting itself, at least partially.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Robert Caldera
Caldera Trading and Investment
#98 - 2012-09-26 09:44:16 UTC
Justitia McKingston wrote:
I dont think a new Ship is needed for this and i think a systemwide cynojam is too powerful.

nothing of the likes is needed, neither a new ship nor any kind of mobile cyno jammer.
Justitia McKingston
#99 - 2012-09-26 10:21:04 UTC
@Robert Caldera: You told it often enough .. mostly without arguments. We know already your individual Opinion.

Quote:
Maybe not you, specifically, but someone will invariably complain. Conveniently, I suspect this guy would complain his heart out if this change went in and he still got hotdropped in this fashion and got completely wiped out:


No matter what is changing. There will be at least one complaining. Look above...

But there is no room for arguments like "some people will still complaining". The Question is: "would the change improve something and would that improvment be better than the drawback?"
My individual answer to this Question is: Yes, it would.

Robert Caldera
Caldera Trading and Investment
#100 - 2012-09-26 10:23:41 UTC  |  Edited by: CCP Gargant
Justitia McKingston wrote:
@Robert Caldera: You told it often enough .. mostly without arguments. We know already your individual Opinion.


[EDIT - Bad manner removed. - CCP Gargant]
I provided a lot of arguments, you simply keep telling we need cynojammer although we dont.
There is no consens that cynos are not all right as they are now.