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Mobile Cynosural Inhibitor Feedback

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CCP Fozzie
C C P
C C P Alliance
#21 - 2013-11-13 18:20:05 UTC
Batelle wrote:
As these are disposable (it says they self-destruct, but can they be picked up?), how much are they expected to cost?


Between 20 and 30m isk is what we expect.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Powers Sa
#22 - 2013-11-13 18:22:49 UTC  |  Edited by: Powers Sa
CCP Fozzie wrote:

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.

god damn it. i wanted to grief members of my own alliance by watching them cry in alliance chat. I like how you imply that I would protect other idiot goons from their own idiocy though.

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vilya novacat
Caldari Provisions
Caldari State
#23 - 2013-11-13 18:26:38 UTC
CCP Fozzie wrote:
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.

Fozzie is my new favorite dev.
Batelle
Federal Navy Academy
#24 - 2013-11-13 19:20:39 UTC
again, can they be picked up before they self destruct and thus reused, or is it a straight 20-30m per hour?

"**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!"**

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CCP Fozzie
C C P
C C P Alliance
#25 - 2013-11-13 19:40:49 UTC
The Cyno Inhibitor is a one time use item. Once dropped it stays in space until it expires or is destroyed.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Batelle
Federal Navy Academy
#26 - 2013-11-13 19:57:07 UTC
CCP Fozzie wrote:
The Cyno Inhibitor is a one time use item. Once dropped it stays in space until it expires or is destroyed.


Thanks.

In other words, even IF it were changed to block covert cynos, it would likely not be cost-effective to use them in anomalies. Maybe for large-scale mining ops, but otherwise no.

"**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.

Malcanis
Vanishing Point.
The Initiative.
#27 - 2013-11-13 20:07:08 UTC
Batelle wrote:
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.


The intended use is for temporary tactical advantage on the battlefield, not providing your mission boat with a shield of carebearing +4

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Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#28 - 2013-11-13 20:46:12 UTC
I wonder if these become the MO when moving supercaps.

Light cyno, deploy jammer, jump in supers. No chance for an enemy hotdrop anymore.
Tzuik
Reggae Chillers
#29 - 2013-11-13 23:14:19 UTC
Too bad it can't be used in large scale battles to prevent supers being deployed anywhere on the field, because it will get insta-blapped by any subcap fleet even at 100km. Would also be nice if any ship jumping to an active cyno after a jammer has been deployed would just jump in a random range offgrid to cyno. Would make things a bit more interesting for individual fleet members.
Circumstantial Evidence
#30 - 2013-11-14 01:51:31 UTC
it's possible to deploy these in highsec, tested today. A complete waste, if it was accidentally selected with other deployables, and dragged into space.
Elvamerc
Appetite 4 Destruction
#31 - 2013-11-14 02:50:47 UTC
CCP Fozzie wrote:
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.



I like this, thanks for the response on this. While I suggested lower numbers for distance 50 km would seem like a good bet. I like the thought of adding more strategy to this part of the game. No longer a bait the 10 man fleet and then light a cyno but actually make them work for the ability to drop 100 ships on 10.
5n4keyes
Sacred Templars
Fraternity.
#32 - 2013-11-14 03:37:33 UTC
Question, If you deploy a jammer just off of a POS, and cover a Cyno beacon on the tower, does it prevent someone from being able to use said beacon?
Elvamerc
Appetite 4 Destruction
#33 - 2013-11-14 08:17:56 UTC
5n4keyes wrote:
Question, If you deploy a jammer just off of a POS, and cover a Cyno beacon on the tower, does it prevent someone from being able to use said beacon?



Since a cyno beacon is already up when they are dropping the inhibitor I don't think it would stop it's use. Same as a cyno that's already up. Not for sure on this though, I may be incorrect.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#34 - 2013-11-14 08:37:15 UTC  |  Edited by: Abdiel Kavash
5n4keyes wrote:
Question, If you deploy a jammer just off of a POS, and cover a Cyno beacon on the tower, does it prevent someone from being able to use said beacon?

CCP Fozzie wrote:
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.

From. This. Very. Thread.

It's a page and a half. If reading is so hard, maybe messing with POSes is not for you.
Gnadolin
Space Pioneers
#35 - 2013-11-14 18:04:22 UTC
In fact it is some Protection for cyno beacons, as you cant drop in ships using the beacon (except BO).
Saeka Tyr
Sanctuary of Shadows
#36 - 2013-11-15 05:39:01 UTC
CCP Fozzie wrote:

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.


Just out of curiosity, was that a deliberate design choice that CCP doesn't want to break from?

I suspect it would be a minor nuisance to implement, but it would be interesting if you could jam a system's cyno generator on a tactical level.
Elvamerc
Appetite 4 Destruction
#37 - 2013-11-15 06:53:23 UTC
What's the point of jamming it though? Most people won't use it anyway if someones in local and grabbing a noob ship with a cyno now takes nothing. If anything you'd want them to use it so you have a chance to catch them off a pos with a capital. I'm not sure tactically if there is any plus side to jamming a cyno beacon.
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#38 - 2013-11-15 09:35:39 UTC
Elvamerc wrote:
Most people won't use it anyway if someones in local

LolBig smileLol
RAFAEL101
Ronin ONE
Ronin Reloaded
#39 - 2013-11-15 19:49:34 UTC
CCP Fozzie wrote:
The Cyno Inhibitor is a one time use item. Once dropped it stays in space until it expires or is destroyed.


The scenario:

Two fleets engage in battle, one of the fleets deploys or had deployed the cyno inhibitor to prevent hot drops and force a fair fight. Opposing team alphas the cyno inhibitor and lights a cyno, hot drops caps then whoops the ever loving crap out of the other fleet.

The team that lost the fight also lost 20 - 30 mill isk on a cyno inhibitor item.

If the cyno inhibitor can be destroyed, then they will be destroyed instantly.

Let me know if I misunderstood how these new cyno inhibitors work or will work.
Elvamerc
Appetite 4 Destruction
#40 - 2013-11-15 20:00:36 UTC
RAFAEL101 wrote:
CCP Fozzie wrote:
The Cyno Inhibitor is a one time use item. Once dropped it stays in space until it expires or is destroyed.


The scenario:

Two fleets engage in battle, one of the fleets deploys or had deployed the cyno inhibitor to prevent hot drops and force a fair fight. Opposing team alphas the cyno inhibitor and lights a cyno, hot drops caps then whoops the ever loving crap out of the other fleet.

The team that lost the fight also lost 20 - 30 mill isk on a cyno inhibitor item.

If the cyno inhibitor can be destroyed, then they will be destroyed instantly.

Let me know if I misunderstood how these new cyno inhibitors work or will work.



They could simply Cyno in 150km + away and warp in, not that big of a change there. I see this thing being used more for protecting capitals temporarily that are repping or killing pos's. Or protecting small fleets on gates from being hotdropped by the big alliances, etc

NOT for effective use against large sub cap fleets that are already on the field. They have system cyno jammers on POS's for that.
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