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Anti Cloaking Weapon Updated

First post
Author
Ran Koraka
School of Applied Knowledge
Caldari State
#1 - 2013-07-05 07:06:29 UTC
((REDO/UPDATE) Because the other thread is inaccessible)

Cloaking devices remain one of the very few modules which do not have a practical counter. The current counter, as it has been explained, is to 1. be lucky and 2. be going fast enough with that good luck to have flung yourself in the right direction at the right speed at just the right time to cross the path of said cloaked vehicle within a 2500m sphere.

I don't want to change cloaking. I don't want to break or nerf cloaking. I just do not believe that the the cloak in its current form precipitates the interaction desired by the developers. It’s meant as a tool, not a near-panacea to protect its users.

I am petitioning here to revisit an idea for a counter to it, a new tool for the sandbox.

Focused Anti-Cloaking Sensor Module
Module should be HIGH CPU but low PG and low cap use per cycle. Should be a high slot same as a cloak.
Like a cloak you may fit only 1 module.
Base T1, acts like a flashlight with a 30 degree beam out of the front of the ship specific range lets say 25 KM (I assume it would need to be playtested to see how it behaves)
Base T2, same with a 45 (1.5 of the T1 module) degree beam out of the front of the ship with a 30 KM range (play testing as above for real numbers).
Scripts to enhance the reach at cost of breadth and vice versa might be neat.

Skill
Focused Astrometric Detection : Each level adds 1% to the breadth and range of the Focused Anti-Cloaking Module. 5% reduction in CPU fitting requirements.

Several other devices of similar basic descriptions using different shapes and sizes have existed here's where this will differ. IT WOULD ONLY MAKE THE SHIP APPEAR IN THE VISIBLE SPECTRUM. THE CLOAKED SHIP COULD NOT BE TARGETED ONLY MANUALLY APPROACHED. The cloaked ship would show up on the overview as a flickering intermittent signal and you could focus your camera on him. The scanner only enables the cloaked ship to be seen, manually approached, and then de-cloaked if the NORMAL 2500 m area is breached. same as it is currently. The trick is that there would be no sign that the detecting ship has the scanner, it would have no "beam" or graphic, no warning for the cloaked vessel. Keeping the entire interaction a Space-goers version of Red October.. a guessing game.

One ping only Vasilli :)

If you cloak camp off grid this isn't going to change that, you can still camp all you want. This module and skill just means you can be found if your on-grid "interacting". If you want to play, there should be a risk. Nothing in all of EVE diminishes the risk of success more than the current behavior of the cloaking system, pulse warp, and the various ships which use it nearly without contest.

Luck should play a part, character skill and player skill must play a part. The current cloak users have all that and a module and special ships to take advantage of that situation. CCP even the playing field, give us our opportunity to play with, and challenge the comfort level just a little, of the cloak using players. I think the proposal meets those goals of moderation and equity for all players in the world and fits the spirit of the game by being another tool to play with in the sand.

Sincerely and Thank you,

Ran Koraka
Tchulen
Trumpets and Bookmarks
#2 - 2013-07-05 07:25:00 UTC  |  Edited by: Tchulen
This doesn't balance cloaks, it completely unbalances them.

Cloaks already nerf your ship. Cov ops cloaked ships are inherently bad in comparison to other ships in their size class to balance the cov ops cloak.

EDIT - Should have read the rest of your post. On an interceptor this would allow it to easily decloak a cloaked ship. It would drastically reduce the uses of cloaks. If this were to be introduced, all negative aspects of cloaks would need to be removed and the use of MWD and afterburners at the same time as using a cloak needs to be added to balance it out.

If you're on grid, cloaked, you are at risk. There are plenty of times a cloaked ship gets found by accident or by design already. I've lost cloaked ships on grid. They are definitely at risk currently. You just want them to be much more at risk, thus the need for balance measures.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#3 - 2013-07-05 07:28:56 UTC
A devise that proxy decloaks as it goes? Why, where I'm from we call those bombs.
Mr Doctor
Imperial Academy
Amarr Empire
#4 - 2013-07-05 07:41:57 UTC
The only anticloak idea that I've read on here that sounded in any way half decent was the one that was a pulse that emanates for 15km round your ship, only works once every 10 seconds, can only be fit to specialised ships (T2 versions of the new destroyers) and doesnt decloak, only shows a vague silhouette for a few seconds. It was a decent well thought out idea that could kind of work without a huge nerf to cloaky ships.

Anything that decloaks at range is stupid though and should never be in the game.
Jint Hikaru
OffWorld Exploration Inc
#5 - 2013-07-05 08:06:15 UTC
Came expecting system wide cloak probes.....

Found an i-win button for gate camps

Left disappointed.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Purps
Deep Core Mining Inc.
Caldari State
#6 - 2013-07-05 08:08:17 UTC
And can we have a device for Cov-Ops ships that completely removes the effects from armour/shield mods, burners, drones, and MWDs please.
Maldiro Selkurk
Radiation Sickness
#7 - 2013-07-05 08:50:26 UTC
There are two things between me and even beginning to support your idea:

1) you allow any vessel to effectively become cloak ship hunters when most cloaked ships operate horribly with a cloak on them.

2) part of the reason cloaks exist is to give ships a chance to beat gatecamps and this would basically make gatecamps impenetrable, ship eating machines.

I understand there is serious frustration about cloaked ships afk camping in Sov space if i understand it correctly but that problem needs addressed another way, this wont work.

I tried for at least an hour to come up with a counter proposal but no matter what i thought up it made gatecamps impenetrable and / or it made exploration vessels worthless.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Maldiro Selkurk
Radiation Sickness
#8 - 2013-07-05 08:58:03 UTC
Jint Hikaru wrote:
Came expecting system wide cloak probes.....

Found an i-win button for gate camps

Left disappointed.


1. please add an appropriate reference credit to "Hitchhiker's" to your quote.

2. If your system wide cloak probes comment was an endorsement of such an idea they destroy exploration vessels actually being used for exploration.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Mr Doctor
Imperial Academy
Amarr Empire
#9 - 2013-07-05 09:07:01 UTC  |  Edited by: Mr Doctor
Not if they keep moving becuase pinpoint+warptime gives any frigate time to coast away from a landing ship even if it releases drones. Which also makes the idea mostly useless too since AFK cloakers will just fit overdrives, fly minmatar and keep going at max speed down.... so it kind of solves nothing. Well.... T1 frigs+proto cloak could perhaps get caught....
Mag's
Azn Empire
#10 - 2013-07-05 09:09:06 UTC
Cloaks already have counters and are balanced. So why is this idea even required?

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

Jint Hikaru
OffWorld Exploration Inc
#11 - 2013-07-05 09:47:33 UTC
Maldiro Selkurk wrote:

2. If your system wide cloak probes comment was an endorsement of such an idea they destroy exploration vessels actually being used for exploration.


God no, no endorsement from me. It's just what i have come to expect from threads titled like this one.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Danika Princip
GoonWaffe
Goonswarm Federation
#12 - 2013-07-05 10:29:09 UTC
Sure, if I can have a button to force you to undock and/or eject you from a POS.
Meditril
Hoplite Brigade
Ushra'Khan
#13 - 2013-07-05 10:54:14 UTC
Simply NO!

As long cloaked ships can't engage you cloaked there is really no need for an uncloaking device.

Next you will ask for an "undocking device" to undock people docked up in a station or what?
Sura Sadiva
Entropic Tactical Crew
#14 - 2013-07-05 11:14:33 UTC
lol, NO
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#15 - 2013-07-05 11:20:54 UTC
Jint Hikaru wrote:
Came expecting system wide cloak probes.....

Found an i-win button for gate camps

Left disappointed.



Same here... I've nearly been decloaked on a gate in a slasher plodding along with a T1 cloak, while a groups of about 5 people were orbiting the gate in different directions with MWDs on, drones out... one got to within 5km.... and I had initiated an evasive turn well in advance, my nannod and ODd slasher was making, I dunno, something around 60 m/s. They would have decloaked me... though I think I also would have stood a good chance of just warping off before being locked - never bothering with a cloak at all.

If they allow this, I want a probe launcher that can launch a probe through gates and WHs to give a list of things visible on overview on the other side, and maybe even allow for D scanning as well.

If someone comes on grid and cloaks up, I don't have a problem with a way to hunt them.
I like that this idea is limited to ships on the same grid.

but it would just make gate camps, which are already too OPd, way too OPd.
So, if we're given a reliable way to avoid gate camps (that is better than have a <900k sp alt with no implants fly ahead of you in a rookie ship), then I could consider such proposals
Johan Toralen
IIIJIIIITIIII
#16 - 2013-07-05 12:04:33 UTC
I love how such threads always start with "i don't want to nerf cloak" before then proposing a big nerf to cloaking.

Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#17 - 2013-07-05 12:12:49 UTC
This thread barely even warrants a response at all.

Here you go:

http://25.media.tumblr.com/225a3750eb58a87f552dd714ab9a63dc/tumblr_mpfdk2iZ9t1r5o8a8o1_500.gif
Azrael Dinn
Imperial Mechanics
#18 - 2013-07-05 12:29:16 UTC
Mag's wrote:
Cloaks already have counters and are balanced. So why is this idea even required?


Cause they are not balanced and no one can't find them if they would like to go out and find them.

+1 to any idea that allows people to find cloaked ships.

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

Malcanis
Vanishing Point.
The Initiative.
#19 - 2013-07-05 12:38:20 UTC
Azrael Dinn wrote:
Mag's wrote:
Cloaks already have counters and are balanced. So why is this idea even required?


Cause they are not balanced and no one can't find them if they would like to go out and find them.

+1 to any idea that allows people to find cloaked ships.


Your idea is insanely unbalanced.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Samillian
Angry Mustellid
#20 - 2013-07-05 13:33:15 UTC  |  Edited by: Samillian
Another one for the list.

The List

Why is there always another one for the list?

NBSI shall be the whole of the Law

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