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Mobile Cynosural Inhibitor Feedback

First post First post
Author
Snopzet
Inglourious Squirrels
That Escalated Quickly.
#1 - 2013-11-02 08:56:30 UTC
Quote:
100km effective range
Two minute activation time.

May not be deployed within 200km of another Mobile Cynosural Inhibitor, within 90km of Stargates or Stations, or within 40km of a Starbase.
Self destructs one hour after activation.


So, after reading this I was a little bit disappointed. As an occasional low-sec roamer I see cynos mostly at gates, but the Cyno Inhibitor seems not to be designed to change that. Which situations are left where you could use it? It may be a little safeguard for small POS-, POCO-bashes, but that 's all what comes into my mind. What do I miss and what was CCPs intention when they implemented it?
BadSeamus
Federal Defense Union
Gallente Federation
#2 - 2013-11-02 11:14:38 UTC
solo miers can drop one in a belt to worry less about afk cloakers. (No blops-cyno-surprise)
Midnight Firestarter
Anger Management
#3 - 2013-11-02 11:32:01 UTC
Doesn't stop BLOPS booooo
BadSeamus
Federal Defense Union
Gallente Federation
#4 - 2013-11-02 11:38:55 UTC
oh didn't realize it didn't stop blops cynos... Their usefulness seems pretty limited with the anchoring/overlap restrictions as stated. I guess we'll have to wait and see what happens when they hit TQ
Glwe
Glwe Corporation
#5 - 2013-11-03 14:20:55 UTC  |  Edited by: Glwe
BadSeamus wrote:
solo miers can drop one in a belt to worry less about afk cloakers. (No blops-cyno-surprise)

afk cloakers use covert cyno, so cynoinhibitor dont work

I think, Mobile Cynosural Inhibitor must block cyno in system, otherwise its useless
Serge SC
The Valhalla Project
#6 - 2013-11-03 15:55:06 UTC
Drop a few in an area to force long range engagement? No idea honeslty what these are for.

Serge SC Le Frenchman Friendly FC

Joe Risalo
State War Academy
Caldari State
#7 - 2013-11-03 16:32:47 UTC
Snopzet wrote:
Quote:
100km effective range
Two minute activation time.

May not be deployed within 200km of another Mobile Cynosural Inhibitor, within 90km of Stargates or Stations, or within 40km of a Starbase.
Self destructs one hour after activation.


So, after reading this I was a little bit disappointed. As an occasional low-sec roamer I see cynos mostly at gates, but the Cyno Inhibitor seems not to be designed to change that. Which situations are left where you could use it? It may be a little safeguard for small POS-, POCO-bashes, but that 's all what comes into my mind. What do I miss and what was CCPs intention when they implemented it?



If it has a 100km range, and can't be within 90km of a gate, wouldn't that mean that you can still get it close enough to a gate to stop gate cynos?
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#8 - 2013-11-03 17:44:12 UTC
Protecting POS bashing capital (or even subcap) fleets from supercap hotdrops. Also protecting JFs from the same.
Circumstantial Evidence
#9 - 2013-11-06 02:09:17 UTC
Art review: nice lightning bolt effects while active - when viewed up close.

No visual indication of the range of the effect, you just have to look at your distance from the device.
I would like to see a faint sphere, fainter than a pos force field - some kind of visual indication of the device's range.

Also: you can (currently) drop one in highsec for lol's
Marexlovox
Center for Advanced Studies
Gallente Federation
#10 - 2013-11-07 08:23:24 UTC
Joe Risalo wrote:
Snopzet wrote:
Quote:
100km effective range
Two minute activation time.

May not be deployed within 200km of another Mobile Cynosural Inhibitor, within 90km of Stargates or Stations, or within 40km of a Starbase.
Self destructs one hour after activation.


So, after reading this I was a little bit disappointed. As an occasional low-sec roamer I see cynos mostly at gates, but the Cyno Inhibitor seems not to be designed to change that. Which situations are left where you could use it? It may be a little safeguard for small POS-, POCO-bashes, but that 's all what comes into my mind. What do I miss and what was CCPs intention when they implemented it?



If it has a 100km range, and can't be within 90km of a gate, wouldn't that mean that you can still get it close enough to a gate to stop gate cynos?


Makes no sense if can't really use near gates or stations, what is the point of MCI?

A lot of hot drops happen at gates and stations/outposts.

Was really looking forward to this to use in low sec.
Elvamerc
Appetite 4 Destruction
#11 - 2013-11-10 21:01:36 UTC
Just have to change your tactics a little I guess to get this to work for you. I see it more as a protector for POS's protection or destruction. Drop one of these on your Pos while your repping or killing said POS to protect your capitals.

I'm really disappointed though, I though CCP was out to help the little guy a bit. This would have been something I considered useful to small gang warfare against large gang cyno hotdrops, especially on gates. At minimum the Cyno Inhibitor should be able to be anchored 40 km from a gate not 90 km. Truthfully though it shouljd be 10km.
Bovaan
Ministry of War
Amarr Empire
#12 - 2013-11-11 18:32:46 UTC
Does it prevent you from lighting Cynos in range, or from jumping to a Cyno within range?

I ask because what if a Cyno is already lit, would deploying one of these guys inhibit that existing Cyno or just prevent new ones from being lit?
Janna Windforce
Deep Core Mining Inc.
Caldari State
#13 - 2013-11-13 07:50:34 UTC
Bovaan wrote:
Does it prevent you from lighting Cynos in range, or from jumping to a Cyno within range?

I ask because what if a Cyno is already lit, would deploying one of these guys inhibit that existing Cyno or just prevent new ones from being lit?


That's my question as well - then it might have some slight use as in start anchoring it... wait until nearly anchored, light the cyno for your fellas, block counterdrop.
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#14 - 2013-11-13 14:53:38 UTC
Bovaan wrote:
Does it prevent you from lighting Cynos in range, or from jumping to a Cyno within range?

I ask because what if a Cyno is already lit, would deploying one of these guys inhibit that existing Cyno or just prevent new ones from being lit?


Assuming it uses the same code as the POS cynojammer, existing cynos won't be affected but once the module reaches the end of its cycle it won't restart.

Literally all it does is stop someone clicking on their cynogen mod if they're in range.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#15 - 2013-11-13 14:55:50 UTC  |  Edited by: Abdiel Kavash
Do these affect POS cyno beacons at all if in range? (Considering that system-wide jammers shut down POS beacons.)

Do they get automatically shot at by POS guns?


:vfkbeacon:
Batelle
Federal Navy Academy
#16 - 2013-11-13 15:37:53 UTC
Doesn't stops covert cyno = pretty useless for most people. Other than that, gives some protection against hotdrops without being too powerful. So that's good.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Soldarius
Dreddit
Test Alliance Please Ignore
#17 - 2013-11-13 17:03:14 UTC
Because you can't just light cyno a couple hundred km away or on another grid and warp there, amirite?

The only real use I see for these is to drop them all over the place on an active battlefield to prevent caps from hotdropping directly onto the combatants. It won't stop them from cynoing in a couple hundred km away and then warping in. But at least that will give the other guys a chance to warp a dictor to the cyno and bubble them, preventing warps.

I don't know. It change things. But I'm not really sure how much.

http://youtu.be/YVkUvmDQ3HY

Batelle
Federal Navy Academy
#18 - 2013-11-13 17:06:52 UTC
well, you won't get dreads or motherships dropped directly on top of you. And triage carriers might be out of range of the thing they're trying to warp. And capitals don't get into warp so fast.

As you can light it far away and warp, I think it wouldn't be bad if it blocked covert cynos as well.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

CCP Fozzie
C C P
C C P Alliance
#19 - 2013-11-13 17:17:32 UTC  |  Edited by: CCP Fozzie
To answer a couple questions:

We've reduced the minimum range from gates and stations to 75km, which we think will strike a better balance between letting people cover those structures and making it too easy to protect camps. We plan on re-evaluating that range once we've seen these things in the wild for a bit. It may for instance drop to 50km at a later point.

As xttz guessed, this structures doesn't do anything to a cyno that has been lit before it finishes activating. It prevents new cynos from being lit, and if an active cyno is running within range of an activated cyno inhibitor it will not be allowed to start a second cycle.

This structure also does not prevent starbase cyno beacons from working, so you can't use it in VFK to protect capitals from their own stupidity.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Batelle
Federal Navy Academy
#20 - 2013-11-13 17:25:13 UTC  |  Edited by: Batelle
As these are disposable (it says they self-destruct, but can they be picked up?), how much are they expected to cost?

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

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