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Mobile Cynosural Inhibitor needs rebalancing.

Author
Elisiist Aldent
Federal Navy Academy
Gallente Federation
#1 - 2014-08-22 09:32:24 UTC
Since these things have come out. I have yet to see one put to use. It just seems that the range vs restrictions of the module makes it almost useless.. Most combat (outside FW/Plexes) occus on a gate or a station. The anchoring restriction place it 75km off a gate, with only 100km range.

Since these only have a 1hr lifespan I see no reason that they shouldn't be allowed to inhibit cynos from being lit anywhere on the same grid as it, OR reduce the tank of the module and reduce the anchoring distance for stargates.. This would make putting the module on a gate a risky thing (Risk vs Reward right?) since it offers a gate camp better protection from a hot drop, but makes the module susceptible to a "hero... something" coming through the gate, popping the module allowing someone to light the cyno.


Or an off the wall idea I heard was to allow Hictors a module/script that has the same effect but can be activated on top of a gate/station.. but really this topic is more so about the mobile structure.

Odithia
Ministry of War
Amarr Empire
#2 - 2014-08-22 09:52:18 UTC
I agree, their stats are way too weak for their price point.
afkalt
Republic Military School
Minmatar Republic
#3 - 2014-08-22 10:09:37 UTC
I'd love to see them usable on gates.

Eve is meant to be about risk/reward. What risk is there in a brick tanked cyno bait ship? I don't think the "risk" of people not engaging should count.
Rek Seven
University of Caille
Gallente Federation
#4 - 2014-08-22 10:11:06 UTC
Agreed. Also, the other deployables need their EHP increasing so they can be used in combat.
w3ak3stl1nk
Hedion University
#5 - 2014-08-22 13:39:31 UTC
Cyno beacon or jumping should be 150 km in random direction. Adding some chaos to the jump process.

Is that my two cents or yours?

Rammel Kas
KarmaFleet
Goonswarm Federation
#6 - 2014-08-22 14:01:46 UTC
Er... nope. They work just fine if you're trying to discourage hot droppers. Those big fish don't give a hoot about gates. In fact super caps don't use gates. And Black Ops don't ever want to make it easy for you to reach them when they are uncloaked. Sure you could jump gate with smaller capitals. But why would they take a fight if you're just going to use gate mechanics to get away?

I think someone else mentioned you can use conventional bubbles instead or HIC points instead?
Bohneik Itohn
10.K
#7 - 2014-08-22 14:43:43 UTC
Rammel Kas wrote:
Er... nope. They work just fine if you're trying to discourage hot droppers. Those big fish don't give a hoot about gates. In fact super caps don't use gates. And Black Ops don't ever want to make it easy for you to reach them when they are uncloaked. Sure you could jump gate with smaller capitals. But why would they take a fight if you're just going to use gate mechanics to get away?

I think someone else mentioned you can use conventional bubbles instead or HIC points instead?


You're kind of missing the point. One of the best uses for the deployable is to encourage sub-cap fights. If you're not going to get hot-dropped on, you're more willing to engage. If you're in hostile territory with an enemy sub-cap fleet on grid and a rando-Dan Maller somewhere on D-scan, is it fight or flight time?

Yeah... And a good portion of those sub-cap fights happen within close proximity of gates, stations, etc... Not because people want to flee but because that is one of the most convenient places to catch anyone trying to maneuver for a better place to control the engagement and force a conclusion.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

afkalt
Republic Military School
Minmatar Republic
#8 - 2014-08-22 14:53:55 UTC
Rammel Kas wrote:
Er... nope. They work just fine if you're trying to discourage hot droppers. Those big fish don't give a hoot about gates. In fact super caps don't use gates. And Black Ops don't ever want to make it easy for you to reach them when they are uncloaked. Sure you could jump gate with smaller capitals. But why would they take a fight if you're just going to use gate mechanics to get away?

I think someone else mentioned you can use conventional bubbles instead or HIC points instead?



Tell you what, go tackle that T3 flown by a cynosural field theory pilot on a gate.

Let me know how that goes for you.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#9 - 2014-08-22 17:10:19 UTC
Elisiist Aldent wrote:
Since these things have come out. I have yet to see one put to use. It just seems that the range vs restrictions of the module makes it almost useless.. Most combat (outside FW/Plexes) occus on a gate or a station. The anchoring restriction place it 75km off a gate, with only 100km range.

Since these only have a 1hr lifespan I see no reason that they shouldn't be allowed to inhibit cynos from being lit anywhere on the same grid as it, OR reduce the tank of the module and reduce the anchoring distance for stargates.. This would make putting the module on a gate a risky thing (Risk vs Reward right?) since it offers a gate camp better protection from a hot drop, but makes the module susceptible to a "hero... something" coming through the gate, popping the module allowing someone to light the cyno.


Or an off the wall idea I heard was to allow Hictors a module/script that has the same effect but can be activated on top of a gate/station.. but really this topic is more so about the mobile structure.




Instead of changing where they can be placed, make it so a mobile cyno inhibitor instead scatters the incoming capital ship or bridge. Make it a quantity algorithm, the more the mass(?) the more variation in jump range up to the 100km blocking range of the inhibitor. Past a certain mass (or random value bc that's more fun) the variation spreads to system wide so a fleet may be scattered all over the system (only at things like planets, moons, gates, sun,etc). This means cyno hot drops became a skills based challenge vs the current I win button. It also means fleets are spread out around the grid (or off it) making triage carriers potentially be 100km off the fleetTwisted

Ignore covert cynos due to advanced electronics of recons and bombers, giving them one more reason to be see in space.

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Jacid
Corvix.
#10 - 2014-08-22 23:15:29 UTC
Worth a bump.. its a good point why can't you anchor cyno disruption mods on gates. It would make them useful compared to what they are now...

Rroff
Antagonistic Tendencies
#11 - 2014-08-22 23:42:02 UTC
I've seen them used quite a bit in a couple of situations:

Carrier ganks to control backup arrival in escalating fights.

Defensive use by POS bashing fleets to give themselves some extra buffer to escape or employ other strategic manoeuvring if someone drops a fleet in on them mid bash.
Elisiist Aldent
Federal Navy Academy
Gallente Federation
#12 - 2014-08-23 05:42:24 UTC
Yun Kuai wrote:


Instead of changing where they can be placed, make it so a mobile cyno inhibitor instead scatters the incoming capital ship or bridge. Make it a quantity algorithm, the more the mass(?) the more variation in jump range up to the 100km blocking range of the inhibitor. Past a certain mass (or random value bc that's more fun) the variation spreads to system wide so a fleet may be scattered all over the system (only at things like planets, moons, gates, sun,etc). This means cyno hot drops became a skills based challenge vs the current I win button. It also means fleets are spread out around the grid (or off it) making triage carriers potentially be 100km off the fleetTwisted

Ignore covert cynos due to advanced electronics of recons and bombers, giving them one more reason to be see in space.


That would play out to the hot droppers advantage wouldn't it? Wouldn't they want the larger ships to land at range from the cyno? Also, what's a 100 km to a dread or carrier? Heck what's 200 km to most of them?
Also cov ops cynos are already exempt from the mobile structure.
ShahFluffers
Ice Fire Warriors
#13 - 2014-08-23 06:11:19 UTC  |  Edited by: ShahFluffers
Honestly... the only change needed to the mobile cyno inhibitor is for the anchoring time to be radically reduced.... like... by half or more.

Most of the major fights I have been in flare up faster than you can anchor one of these things... and are sometimes over just as quick because some nameless alt with a cyno just happened to be nearby.

Consequently... the only time I have seen it worthwhile to drop a cyno inhibitor is when doing structure bashing.

I would be willing to accept lower HP as a tradeoff for the quicker anchor time though.

Quote:
That would play out to the hot droppers advantage wouldn't it? Wouldn't they want the larger ships to land at range from the cyno? Also, what's a 100 km to a dread or carrier? Heck what's 200 km to most of them?
Also cov ops cynos are already exempt from the mobile structure.

A carrier needs to be within ~50km of its allies to reliably give RR (which might be on gate).

Dreds... I am not sure. I have almost never seen a dred (in low-sec at least) use long range weapons. Probably because they deal one third to half as much damage as short range weapons with less tracking (you can literally "speed tank" an immobile target just by moving your own ship).
Aivlis Eldelbar
State War Academy
Caldari State
#14 - 2014-08-23 09:57:12 UTC
+1

Cyno mechanics in general could use some fleshing out.

I like the scatter mechanic: the code is in place, they are even working on mass-based scatter right now, so all the more reason to implement it. Make inhibitors have optimal + falloff, so they completely inhibit cynos close in and scatter farther out ones. Make the scatter significant enough to make ships land out of logi range, even if it means off grid.

Ii would also be nice to have meta versions of the inhibitor, with faster online, less active time, or cheaper but of less range. Diversity of choice is one of the pillars of EVE after all.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#15 - 2014-08-23 17:05:39 UTC
Elisiist Aldent wrote:
Yun Kuai wrote:


Instead of changing where they can be placed, make it so a mobile cyno inhibitor instead scatters the incoming capital ship or bridge. Make it a quantity algorithm, the more the mass(?) the more variation in jump range up to the 100km blocking range of the inhibitor. Past a certain mass (or random value bc that's more fun) the variation spreads to system wide so a fleet may be scattered all over the system (only at things like planets, moons, gates, sun,etc). This means cyno hot drops became a skills based challenge vs the current I win button. It also means fleets are spread out around the grid (or off it) making triage carriers potentially be 100km off the fleetTwisted

Ignore covert cynos due to advanced electronics of recons and bombers, giving them one more reason to be see in space.


That would play out to the hot droppers advantage wouldn't it? Wouldn't they want the larger ships to land at range from the cyno? Also, what's a 100 km to a dread or carrier? Heck what's 200 km to most of them?
Also cov ops cynos are already exempt from the mobile structure.



Not really, most people hot drop because they instantly spawn an overwhelming force, i.e. Bridging a gank fleeting or dropping triage carrier reps, directly at 0 on the target. As someon mentioned above, triage carrier reps reach out to 54km, which means if your carrier reaches the maximum 100km range then it's essentially out of the fight in terms of logistics until it can warp off and come back (silly but it might happen) or your fleet flies the 40+km over towards the carrier to get back into rep range. It gives people getting dropped on a little more flexibility and makes the aggressor have to be more tactical in their attempt to gank you.

As for the part about people being loaded off grid at celestials, I'd like to clarify more. The idea is after "X modifier" passes through the cyno then people are dispersed throughout the system. It would mean dropping fleets or moving capitals could potentially end up with a carrier at the sun or half the logi on the other star gate that's 45au across the system. It gives the defender a high advantage, yes,if 2/3 triage carriers are suddenly sitting at the sun and it gives 3rd parties a chance to disrupt fights and ninja some kills on the poor souls who got spawned in the asteroid belt and tackled by the rats in his Naga Pirate


But anyways, the key here is for CCP is to this system on a random cycle so that it can't be gamed when jumping into a mobile cyno inhibitor. When a cyno goes up a random number generator cycles and that determines what effect will happen in addition to the "X modifier". Making the "X modifier" be random each time also means the system can't be gamed. So the "X modifier" has 5 different keys, the inhibitor has 10 levels of ranges (0-20, 21-40, 41-60, 61-80, 81-100, sun, belt, gate, station, planet ), and add a percentage modifier that helps randomize the chances of each happening. Now you have a system that can't be gamed as it's always changing and it always spices up the "hot drop" with a few more elements of risk.

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Hopelesshobo
Hoboland
#16 - 2014-08-23 17:23:09 UTC
I think the cyno inhibitor is fine as it is provided they introduced a new anchorable....

Cynosural Mobile Desynchronizer

Instead of stopping cynos from being lit, it causes any ship to use the cyno to appear somewhere randomly on the entire grid. It should work on all cynos including Blops.

The price point should be lower then the inhibitor since it does not actually stop a cyno.

Lowering the average to make you look better since 2012.

Ms Forum Alt
Doomheim
#17 - 2014-08-23 17:26:42 UTC
Elisiist Aldent wrote:
Since these things have come out. I have yet to see one put to use.


I see them all the time. Pretty standard to bring some with you in medium/large gang fights. Can save your arse as it gives you some range against incoming and a few extra seconds to GTFO, especially where the risk of a drop is high.
Adrie Atticus
Caldari Provisions
Caldari State
#18 - 2014-08-24 12:28:24 UTC
Hopelesshobo wrote:
I think the cyno inhibitor is fine as it is provided they introduced a new anchorable....

Cynosural Mobile Desynchronizer

Instead of stopping cynos from being lit, it causes any ship to use the cyno to appear somewhere randomly on the entire grid. It should work on all cynos including Blops.

The price point should be lower then the inhibitor since it does not actually stop a cyno.


That actually counters one big tool for defenders: bomber squads. If you get your whole BS fleet safely spread around the grid after a bridge, get only a few of them hit by bombers instead of all 200, then MJD into a single pack, yell "APEEEEEEEX FOOOOORCE" in local and blap whatever was on grid.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#19 - 2014-08-25 01:03:21 UTC
Adrie Atticus wrote:
Hopelesshobo wrote:
I think the cyno inhibitor is fine as it is provided they introduced a new anchorable....

Cynosural Mobile Desynchronizer

Instead of stopping cynos from being lit, it causes any ship to use the cyno to appear somewhere randomly on the entire grid. It should work on all cynos including Blops.

The price point should be lower then the inhibitor since it does not actually stop a cyno.


That actually counters one big tool for defenders: bomber squads. If you get your whole BS fleet safely spread around the grid after a bridge, get only a few of them hit by bombers instead of all 200, then MJD into a single pack, yell "APEEEEEEEX FOOOOORCE" in local and blap whatever was on grid.



Okay so you wait for them to MJD into a single pack and then bomb them? And I would consider having a fleet of BS at ranges from 0-100kmn spread out randomly a bad thing or if you read what I mentioned about over a "X modifier" the ships now get scattered within the cyno and to random celestials. The few unlucky guys to be on the outskirts are going to ganked by the standard fleet due to being completely separated.

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Christopher Mabata
Northern Accounts and Systems
#20 - 2014-08-25 03:43:12 UTC
I've seen them used a few times, usually when dreads are bashing a tower and dont want supers dropped on their heads. they sit just inside the range and are in an out before they can be dropped or anyone thinks to tackle and cyno then warp in. But i do agree they need to be changed if theyre going to see wide spread use.

Oh i've also seen them anchored in sites and belts to allow carriers and supers to rat in relative safety in deep nullsec. but these ontop of the gates being bubbled caged may be a bit much.

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