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Anti-Cyno Point?

Author
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#1 - 2014-04-23 15:33:01 UTC
What would you think about a type of point module that would have the ability to prevent a cyno from being launched and/or turn off a cyno.


The drawbacks: fairly large CPU/PG requirement (more than most frigate T2 long range weapons) and then something like a -(7 to 10) GJ/s cap requirement.

The gameplay would be such that, if you would want to put the module on a fast locking frigate, it would likely only cycle once before it uses up the frigate's cap unless it has dedicated cap boosters solely for cyno-jamming. You could much more easily fit it on a cruiser, but unless you are sacrificing some more slots in order to also fit an insta-locking setup, you'd need other fleet support to get some scan res boosts. Additionally, it would only have a pretty limited range of 20-30km.

So it would be a good countermeasure to cynos that are on small/midsized ships. But anything that can either land on grid, and light cynos before being locked and jammed would still be 100% viable, and most other things could just light the cynos at range, but outside of other non cov-ops points.
Hopelesshobo
Hoboland
#2 - 2014-04-23 17:28:35 UTC
We already have an anchorable that prevents cynos from going off so I don't really think we need a module that does the same thing.

What I would like to see is something that causes the fleet that is cynoing in to land randomly on grid somewhere. This would not stop the force projection the cyno has, but it would cause the fleet to have to react to being dispersed when they land.

Lowering the average to make you look better since 2012.