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Targeted Cyno Jammer.

Author
Icarus Helia
State War Academy
Caldari State
#1 - 2011-12-12 21:14:05 UTC  |  Edited by: Icarus Helia
Editing this for clarity - if you want the original post look in the quote 1 post down.

So recently I've been reading proposed changes to cloaking to prevent a single AFK-cloaker from shutting down PVE in an entire system at once. I have also seen complaints of carrier hotdrops apparently getting more common in lowsec, and basically everywhere really.

AFK cloaking for psych warfare purposes should be legit, but being able to bring in an entire blob with absolute impunity on some poor SOB seems kind of broken - there is no counter to the real problem - cyno's.

A cyno field gen module has very low fitting requirements, truthfully pretty low skill requirements, and effectively no downside to being fit if you have any utility high slots. This means that noob frigs to titans all effectively have the same potential firepower (249 other ships of any size, type, mixture), as long as it survives long enough to get at least one friend jumped in, and absolutely no way to stop it except by never engaging anything unless you have a large enough gang to fight the average hotdrop (several spider carriers or black ops). This seems broken to me. It encourages blobbing, and punishes small gangs - "Elite PVP" snobs, and casual roamers alike.

what I am proposing is a simple counter-cyno module - no sweeping changes, no nerfs - just a single mod with a niche use. A TARGETED (no bubbles, or anchorables) Cynosural jammer which should prevent a cyno module from activating if used before lit, AND do one of the following if activated against a ship with an active cyno

option a:) reduces cynosural precision - and results in the ship jumping into system at a random spot with a logarithmic higher probability of landing near the cyno, but almost never on grid.
option b:) prevents any ship from jumping to the cyno outright.

Two versions should exist - A long range low strength module that works on generic cynos at warp disruptor ranges, and a short range version that works at scrambler ranges and disables covert cynos I suspect that getting into this range would be difficult given the related ship is usually an arazu at long range, but hey - no reason not to cover the base. The difference between the two versions being in their disruption strength, 1 and 2 respectively. We can say that current cynosural system jammers have a strength of 100, but do not work against covert cynos, and as a fair counter-counter - might as well introduce Cyno field stabilizer modules (just like warp core stabilizers) which can increase strength in a similar fashion at the expense of increased fuel cost or locking time? Stacked regular disruptors above the cyno strength of covops cynos should probably have option A applied to them without disabling the cyno completely, while regular cynos experiencing disruption above their stability strength should have option B applied to them.

The idea here is not to change blob mechanics but provide a way for a solo ship or small gang to slightly tilt the odds towards staying a 1v1, or a small gang vs small gang fight.

I cannot decide if this should be a high, mid or low slot module? I feel like low slot ewar would be an interesting first, but feel like it should match the slot it is meant to counter, or go in the generic ewar midslot. I'll leave that one very open to discussion, along with skill and fitting requirements.

Why you no care?

SGT FUNYOUN
Elysian Space Navy - 1st Fleet
#2 - 2011-12-13 02:49:55 UTC
Icarus Helia wrote:
So recently I've been reading proposed changes to cloaking to prevent a single AFK-cloaker from shutting down PVE in an entire system at once. I have also seen complaints of carrier hotdrops apparently getting more common in lowsec.

AFK cloaking for psych warfare purposes should be legit, but being able to bring in an entire blob with impunity on some poor SOB seems kind of broken - there is no counter to the real problem - cyno's.

what I am proposing is a simple counter - no sweeping changes, no nerfs - just a single mod with a niche use. A targeted Cynosural jammer - range should be roughly similar to warp disruption modules - a short range double strength version that prevents covert ops cynos from opening, and a long range one that prevents all other cynos from opening, or can be stacked to disable covert cynos at range as well.

I haven't decided if this should be a high or a mid slot, and I also feel like cynosural field stabilizers should be introduced as well in an effort to be fair about it. this shouldn't affect blob warfare hotdrops as there are simply too many ships available to open cynos in such a fight, and that seems kind of right. this is more of a change idea I had to increase activity across the board and make small gang roaming pvp more viable as long as you bring along these mods.



I support this idea. It sounds like a good way to stop all the claok whiners from... well... whining.

+1.
Icarus Helia
State War Academy
Caldari State
#3 - 2011-12-13 02:59:52 UTC
I can't believe it doesn't already exist - nothing else in the game functions with complete impunity.

ECM vs ECCM
Damps Vs Boosters
Warp disruptors/scrams vs warp core stabalizers
missiles vs defender missiles/themselves sucking
turrets vs tracking disruption
neut vs nos/cap boosters
web vs prop mods
painters vs sig tanks
etc.

Cynos are immune to everything and can be fitted to any ship (even an ibis?! - wtf?), and can bring in ANYTHING depending on what gang it is attached to. definitely the root of many problems - and a major source of blob encouragement.

Why you no care?

SonnySays
Folkvangr.
#4 - 2011-12-13 06:46:00 UTC
This is one of the better more realised ideas I have read in a while. Oh and it's not a repeat of a repeat of a repeat idea which seem to be flooding in now days.

Original and thought out. I support this.
Gerrick Palivorn
Caldari Provisions
Caldari State
#5 - 2011-12-13 07:28:39 UTC
I support the concept, and I can't believe this isn't already implemented.

MMOs come and go, but Eve remains.  -Garresh-

RackotPrime
The Space Cossacks.
#6 - 2011-12-13 08:06:44 UTC
Icarus Helia wrote:
I can't believe it doesn't already exist - nothing else in the game functions with complete impunity.

ECM vs ECCM
Damps Vs Boosters
Warp disruptors/scrams vs warp core stabalizers
missiles vs defender missiles/themselves sucking
turrets vs tracking disruption
neut vs nos/cap boosters
web vs prop mods
painters vs sig tanks
etc.

Cynos are immune to everything and can be fitted to any ship (even an ibis?! - wtf?), and can bring in ANYTHING depending on what gang it is attached to. definitely the root of many problems - and a major source of blob encouragement.

cloak are immune to everything tooRoll
Xorv
Questionable Acquisitions
#7 - 2011-12-13 08:20:13 UTC
Yes I think Cyno Jammers would be good. The key to them being balanced would be that they are short range, equal to or less than disruptor range. In fact I suggested elsewhere that the ability might be added to Scrams, Disruptors, or both.


SGT FUNYOUN wrote:

I support this idea. It sounds like a good way to stop all the claok whiners from... well... whining.
+1.


Nothing will stop that until cloaks are either removed from the game or the ships that use them completely useless in any conceivable PvP situation. Just look at the the poster above me, there's no rationality to it all. Roll
Soldarius
Dreddit
Test Alliance Please Ignore
#8 - 2011-12-13 10:48:44 UTC
So, a mobile cyno jammer that prevents cynos from lighting within its area of effect. Not a bad idea. I'm not sure this should work vs covert cynos though, since they can only be fit on 4 ship types in the game, and are only useful with a covert portal, which can only be fit on a very niche ship, the Black Ops.

The good news is that even with this running, a group could still jump into system. But those in system would get a few seconds of advanced warning, as if they were jumping in through a gate, though at an undisclosed location.

I could see this getting put on a HIC. Would give it a role besides pointing supers. This module should be allowed in losec.

Skill req: interdiction maneuvers 5, as it is essentially a more advanced version of the Warp Disruption Field Generator. Perhaps the observed effect would be for the cyno to go up. But no one in their fleet can see it, and thus are unable to jump to it. Or, it could simply not function, just as warping is impossible with a bubble.

I don't support a mobile system wide cyno jammer. That would completely depracate the current sov-based cyno jammer. A small mobile unit scales nicely with the current sov-based jammer.

http://youtu.be/YVkUvmDQ3HY

Icarus Helia
State War Academy
Caldari State
#9 - 2011-12-13 11:01:11 UTC
I feel that cynos are the real threat from cloaking interlopers. a single foe is easy enough to deal with, but when 249 of his friends are potentially on call, and there is no existing counter whatsoever - something is definitely wrong.

cloaking itself is kind of a self nerf, and deserves some more careful attention of its own before nerfing it wholesale i think. after all, they cant run any modules cloaked,and effectively are worthless alone. this is a bigger issue to be sure, but i think a cyno jamming mod is definitely a step in the right direction at the center of the real issue, and primary danger of both cloaking menaces, and basically anything from ibis to carrier. A cyno gen is truly the most OP module in the game as it allows any ship to have the power of 249 other gang members in an instant, without any real counter-module, or downside to fitting it on any ship with a utility high slot.

It is total BS, and needs to end.

Also this really wont affect large sov battles, as those are generally bridged into each other at poses or safes, or are already amongst so many other ships that jamming them all would be nearly impossible. this is almost entirely designed as a small gang pvp, and ratting buff.

A problem that occurred to me is the arazu - long range point, and a covops cloak is a dangerous combination indeed. perhaps these cyno jam mods could be affected range-wise by a low slot range mod, like a Signal distortion amplifier? just a curiosity, and i don't think too big of a problem since they can't prevent warp, and would be primarily a defensive module

Why you no care?

Icarus Helia
State War Academy
Caldari State
#10 - 2011-12-13 11:04:09 UTC  |  Edited by: Icarus Helia
Soldarius wrote:
So, a mobile cyno jammer that prevents cynos from lighting within its area of effect. Not a bad idea. I'm not sure this should work vs covert cynos though, since they can only be fit on 4 ship types in the game, and are only useful with a covert portal, which can only be fit on a very niche ship, the Black Ops.

The good news is that even with this running, a group could still jump into system. But those in system would get a few seconds of advanced warning, as if they were jumping in through a gate, though at an undisclosed location.

I could see this getting put on a HIC. Would give it a role besides pointing supers. This module should be allowed in losec.

Skill req: interdiction maneuvers 5, as it is essentially a more advanced version of the Warp Disruption Field Generator. Perhaps the observed effect would be for the cyno to go up. But no one in their fleet can see it, and thus are unable to jump to it. Or, it could simply not function, just as warping is impossible with a bubble.

I don't support a mobile system wide cyno jammer. That would completely depracate the current sov-based cyno jammer. A small mobile unit scales nicely with the current sov-based jammer.



TARGETED cyno jammer. I think area of effect would be too OP, especially in defensive fleet fights.

if there is support for an area of effect cyno jamming method, i think it should be a light dictor probe exclusive, in order to bring more power to a disproportionately expensive coffin.

Why you no care?

Madjock McMurderer
Sebiestor Tribe
Minmatar Republic
#11 - 2011-12-13 11:10:02 UTC
i think someone is just upset we blew up his ship.
Icarus Helia
State War Academy
Caldari State
#12 - 2011-12-13 11:17:07 UTC
Madjock McMurderer wrote:
i think someone is just upset we blew up his ship.



Not at all.

It's just been bugging me that cyno gens have no counter, can be fitted even to noob frigs, have no real downside on any ship with a utility high, and can call firepower limited only by the target's ability to muster bored jump/jump portal ships. This effectively means that any gang has to prepare for the possibility of blob warfare even in completely desolate areas- which is crap, and only serves to encourages blobbing.

Why you no care?

Citizen Smif
Pator Tech School
Minmatar Republic
#13 - 2011-12-13 13:04:04 UTC
So simple and yet would be so effective. The only problem is that it would perhaps remove capitals from large blob fights since every fleet would bring cyno jammers.. But I suppose the counter to that would be to just primary the jammers (which causes a disadvantage to the attacking side). This would mix things up to say the least and is an interesting idea. +1 from me.
Epofhis
Amped.
Goonswarm Federation
#14 - 2011-12-13 13:22:36 UTC
I won't say I hate the idea, but would it really be that effective? So you have a cyno on grid. By the time you've locked the target and engaged this module, the entire fleet has already jumped. I have also seen capital doctrine of having carriers light secondary cynoes specifically in case the primary goes down. I can see the line of reasoning here, but I'm not seeing how it becomes useful in anything but a strict set of niche circumstances.

Before posting in Features and Ideas, please remember that Eve is in no way obligated to change based on your stupidity, ineptitude, or well honed sense of personal butthurt.

Icarus Helia
State War Academy
Caldari State
#15 - 2011-12-14 00:21:54 UTC
Epofhis wrote:
I won't say I hate the idea, but would it really be that effective? So you have a cyno on grid. By the time you've locked the target and engaged this module, the entire fleet has already jumped. I have also seen capital doctrine of having carriers light secondary cynoes specifically in case the primary goes down. I can see the line of reasoning here, but I'm not seeing how it becomes useful in anything but a strict set of niche circumstances.



this isn't meant for capital blob fights.

this is meant specifically as a targeted module to provide a counter to current bait tactics, and AFK cloaker's primary threat.

this would mostly benefit small roaming pvp gangs, or solo pilots, and ratters. This should in no way affect capital blob fights except for the possibility that it could prevent one from ever escalating from a small fight.

Why you no care?

Icarus Helia
State War Academy
Caldari State
#16 - 2011-12-15 05:42:13 UTC
bump for update

Why you no care?

Huo Lung
School of Applied Knowledge
Caldari State
#17 - 2011-12-16 14:20:36 UTC
Far from a perfect or complete solution, but it's certainly the start of one. Gets a +1 from me.
King Rothgar
Deadly Solutions
#18 - 2011-12-16 15:36:21 UTC
It's an interesting idea but tbh I'd prefer an AoE version. The reason is that in any situation where a cyno maybe popped, you either have no warning it will be popped or you don't know which ship is going to fire it even if you know it will happen. A basic example is a cyno kestrel landing on you and instantly firing the cyno. You cannot possibly lock him before the cyno is up, even if you have 4k scan res. This is because said kestrel is immune to being locked until he activates a module or navigates. First thing he'll do is light that cyno, at which point it's too late with your proposal.

The other primary hotdrop method is some random ship in a seemingly small/medium gang having a cyno fit. If needed, he'll pop it and in comes the epic blob. In that case, you may suspect a cyno will be used but you just can't tell who will have the cyno, maybe they all do. If you are planning a hotdrop, it's pretty standard to have multiple cyno ships. A cyno is standard equipment on many BC/BS's with utility highs like the geddon and drake.

Because of this, I'm inclined to say that a targeted cyno jammer module would border on being completely useless. There is no situation I can think of where this would be effective. It would make the solo obvious cyno bait prophecy less viable, but even then they could have a cov ops frig with a cyno tag along too. It's just too easy to work around a targeted jammer even in this case. So I'm inclined to say the other main idea (something along the lines of a 30-50km cyno jammer bubble on a HIC) is the way to go. It won't stop people from dropping 500 guys on you, but it does force them to do so 30-50km away which is helpful.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Torin Corax
Republic Military School
Minmatar Republic
#19 - 2011-12-16 16:19:25 UTC  |  Edited by: Torin Corax
Would be interesting perhaps if you had an AoE version launched by 'dictors from the bubble launcher, this type being destroyable (it's a probe essentially, so should be possible to shoot it down/ smartbomb it). Would give 'dictors a use in low sec more in keeping with their specific bonuses. Reload time/ capacity would hopefully keep it from being to easily spammable unless you bring a ton of 'dictors.

For a target specific version, perhaps a script for the Hic warp disruptor? Again, more in keeping with the Hic's role in fleets. Could also make this AoE if the drawbacks mentioned above actually make target specific version pointless.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#20 - 2011-12-16 17:43:18 UTC


I have a couple thoughts:

1.) I realize you're trying to make this a tool to combat afk cloaker hotdrops, but the problems with Cyno Hotdrops extend much beyond that specific case. I just don't think a TARGETTED version is effective or even worth the coding time.

2.) An AoE version has a lot of potential for being OP. By limiting it to a few ships (perhaps dictors/hictors), and keeping its range small but effective, there's a good balanced option here. However, I would imagine the AoE anti-cyno bubble should NOT have a no-cyno's-can-be-lit-here effect, but rather modifies the nature in which ships cyno in... perhaps they cyno in randomly 1m km's away (I don't think CCP would like them to cyno in randomly in system, as this will create a very easy method to create deep safes). Scattering the incoming force would create a reasonable chaotic period for the hotdropped to react, compensate, and potential take advantage of!

-- Side thought: Imagine a dictor cyno-bubbling a POS-cyno beacon right before the JF uses it, or a gang JB's in! With a potent strike force poised on a scanner, this would create some interesting havoc!!!

3.) Personally, I think a cyno spoolup timer is the simplest fix to implement... but its not perfect. I like the strategic use that a cyno-disruptor could have!
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