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Anti-Cloaking Probes

Author
Lord Zim
Gallente Federation
#101 - 2011-12-19 04:27:25 UTC
Ingvar Angst wrote:
You're breaking wormhole covert intel gathering, where even the knowledge of a cloaked ship in the hole changes behaviors.

Deactivate unnecessary modules, jump in, behave exactly as before. Not seeing problem.

Tippia wrote:
Because they're in a roam, and thus they have to use the gates and attack targets — otherwise they won't even be able to leave their own system. The longer they dilly-dally, the more time they give to the enemy to get an estimate of how many of them there are and to set up a trap to kill them when they uncloak.

So they'll have to find some patience if they manage to get trapped in a system, boo hoo. They can still pick and choose their fight with a much higher impunity than non-cloakers.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gerrick Palivorn
Caldari Provisions
Caldari State
#102 - 2011-12-19 05:56:41 UTC
Gizan wrote:
Scout: RED FLEET INBOUND
FC: How many?
Scout: i dont know they were moving fast and i could only count 20 before they warped, could be 100-500 people
FC:CCP fail removing local


If your scout doesn't know how to counter this then you don't deserve to know how many there are.

It's called d-scan Roll

On a different note, certain people claim that it is so easy to set up and cloak. Every time I move to a system I intend to AFK cloak, and everytime I leave, I run into a minimum of 2 gate camps set up just for me, the average is 3-4, and most of them are the same people using jump bridges to move ahead of me. I as the AFK Cloaker have an extremely limited amount of options when it comes to logistics and it is hard for me to set up anywhere if the locals just figure out what all the other AFK Cloakers hate.

There are a very specific set of strategies used to counter the AFK Cloaker, one example is baiting. The trick is that you have to counter them when they are active, and since you don't know when that is then you'll just have to remain vigilant all the time, which should be the case anyway. Removing/modifying local will make gathering intellegence an active role in the alliance and smart scouts will be needed to ensure the safety of the area.

People say that AFK Cloaking is lazy and cowardly, I say that 100% accurate intel and safing up even when someone is not even at there computer is even worse. They are petrified that they might lose, or they might get ambushed. If this is the case, you deserve to lose, your letting your own fears control you and you don't deserve to hold the SOV that you seem to think you earned. Fight for you little piece of EVE, if you won't do it, then let someone have that little piece that will.

Either way I don't care because at the end of the day will you be able to say that you contributed to you home, when all you did was cower in the station waiting for the scary man parked outside to leave! Step up or shut up.

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

Tippia
Sunshine and Lollipops
#103 - 2011-12-19 07:05:06 UTC  |  Edited by: Tippia
Lord Zim wrote:
So they'll have to find some patience if they manage to get trapped in a system, boo hoo. They can still pick and choose their fight with a much higher impunity than non-cloakers.
…and they are also at much more risk than they were before, and still easy to spot and avoid for those who want to.

Again: stop assuming the attacker has (or would have) all the advantages under such a scheme.
Lord Zim
Gallente Federation
#104 - 2011-12-19 11:27:38 UTC  |  Edited by: Lord Zim
Gerrick Palivorn wrote:
I say that 100% accurate intel and safing up even when someone is not even at there computer is even worse.

It's called carebears. vOv

Tippia wrote:
Lord Zim wrote:
So they'll have to find some patience if they manage to get trapped in a system, boo hoo. They can still pick and choose their fight with a much higher impunity than non-cloakers.
…and they are also at much more risk than they were before, and still easy to spot and avoid for those who want to.

Again: stop assuming the attacker has (or would have) all the advantages under such a scheme.

Yes, they're regular heroes they are, what with the huge risk they're taking.

I'm not assuming they have all the advantages, I'm saying they have a lot of them, and if they're non-******** they'll be pretty damn hard to catch and kill. They are hard to catch and kill now, them not showing up in local (or local not even working in the first place) give them a lot more options for how to avoid any retaliatory fleet setup to fight them.

But whatever, I'm done with this. Local should just be removed (or cloaky ships removed from local) so I can point to these threads half a year later so I can point out that my predictions (or conjecture if you must) did come true.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Tippia
Sunshine and Lollipops
#105 - 2011-12-19 11:47:27 UTC
Lord Zim wrote:
Yes, they're regular heroes they are, what with the huge risk they're taking.
Who? The defenders or the attackers?
Quote:
I'm not assuming they have all the advantages, I'm saying they have a lot of them, and if they're non-******** they'll be pretty damn hard to catch and kill.
…and with a local adjustment, more advantages would shift to the defenders, making the attackers comparatively easier to catch and kill.
Lord Zim
Gallente Federation
#106 - 2011-12-19 11:57:21 UTC
Tippia wrote:
Lord Zim wrote:
Yes, they're regular heroes they are, what with the huge risk they're taking.
Who? The defenders or the attackers?

Context is hard.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Alara IonStorm
#107 - 2011-12-19 15:01:22 UTC
Tippia wrote:
or even address, why such a counter is needed.

Cloaked Camping. Allows a system to be camped with an absence of risk to the campers until the exact moment when they can not be countered.

Whilst some say that is intended and acceptable that is where opinions differ. I would prefer its use be shifted towards a scout, transport and surprise attack mechanic that requires attention and quick thinking instead of immunity.

Breaking Cloaking implies that cloaking will not be used but this is false. Even with direct counters it will be used but with awareness of certain dangers. My Bomber will still be deadly as ever even if safespots can be compromised.
Tippia
Sunshine and Lollipops
#108 - 2011-12-19 15:14:06 UTC  |  Edited by: Tippia
Lord Zim wrote:
Context is hard.
You're quite right: the risk for the defenders is ridiculously small, even if local is removed.
Alara IonStorm wrote:
Cloaked Camping. Allows a system to be camped with an absence of risk to the campers until the exact moment when they can not be countered.
…and disconnecting cloakers from local would neatly solve that little problem. It would also allow for surprise attacks (in both directions), unlike the current situation.
Alara IonStorm
#109 - 2011-12-19 15:30:28 UTC  |  Edited by: Alara IonStorm
Tippia wrote:
…and disconnecting cloakers from local would neatly solve that little problem. It would also allow for surprise attacks (in both directions), unlike the current situation.

Not really. In Theory Maybe but in Practice it is heavily in favor of the party who can go AFK. The Trap setters can not as they need to be active spring it when the Cloakers Decide to Attack. Which is whenever they want.

The Boring to Fun Ratio (The most important balance tool) is skewed heavily in the invisible guys favor.

Local removal while nice should introduce mechanics similar to Submarine Warfare which on the Boring to Fun Ratio sits.

Mining : ****************************************************************|******** : Epic Fleet Fight

Quite High Up.
Messoroz
AQUILA INC
#110 - 2011-12-19 15:36:09 UTC  |  Edited by: Messoroz
Lord Zim wrote:
Ingvar Angst wrote:
You're breaking wormhole covert intel gathering, where even the knowledge of a cloaked ship in the hole changes behaviors.

Deactivate unnecessary modules, jump in, behave exactly as before. Not seeing problem.


You don't seem to understand how covert ops don't have any unnecessary modules because they dont have the cpu and grid for it.
Lucien Visteen
Imperial Academy
Amarr Empire
#111 - 2011-12-19 15:36:16 UTC
Alara IonStorm wrote:
Tippia wrote:
…and disconnecting cloakers from local would neatly solve that little problem. It would also allow for surprise attacks (in both directions), unlike the current situation.

Not really. In Theory Maybe but in Practice it is heavily in favor of the party who can go AFK. The Trap setters can not as they need to be active spring it when the Cloakers Decide to Attack. Which is whenever they want.

The Boring to Fun Ratio (The most important balance tool) is skewed heavily in the invisible guys favor.

Local removal while nice should introduce mechanics similar to Submarine Warfare which on the Boring to Fun Ratio sits.

Mining : ****************************************************************|******** : Epic Fleet Fight

Quite High Up.


Yes, and another poster here gave a good example of how to do this. And that is limiting the field of view a cloaker can get. CCP can remove all the local in the world in my case if cloaking don't become the all seeing eye it currently is.

The ships hung in the sky in much the same way that bricks don't.

Torin Corax
Republic Military School
Minmatar Republic
#112 - 2011-12-19 16:03:35 UTC  |  Edited by: Torin Corax
Messoroz wrote:
Lord Zim wrote:
Ingvar Angst wrote:
You're breaking wormhole covert intel gathering, where even the knowledge of a cloaked ship in the hole changes behaviors.

Deactivate unnecessary modules, jump in, behave exactly as before. Not seeing problem.


You don't seem to understand how covert ops don't have any unnecessary modules because they dont have the cpu and grid for it.


Not entirely true when it comes to intel gathering. All you need active for that is cloak and (maybe) probe launcher. Probes have the drawback of being scanable though, and if you are trying to keep your presence completely hidden they are a risk, small risk if careful, but mistakes happen.

Intel officer does not need any other modules active while actually gathering intel. For getting in/ out of position maybe, but even then if you actually need (for example) a MWD then you have probably been "made" and have blown your chance at being undetected already.

The only issue I have with AFK cloakers (and not a major one for me) is the ability to hot drop. Looked at from one way, it does seem to give a cov-ops ship the ability to punch far out of it's weight class. Bombers/ recons can be dangerous by themselves if used correctly, add the possibility of an entire fleet dropping on you and that could be a little OTT.
Naturally at this point it's no longer one player that is involved, but several, which requires a little more planning and preparation. However BO/ cap alts are not hard to come by either, and can also be kept AFK (or logged) until needed. I am curious whether the whines would be as prevalent if measures were taken to restrict the use of hot-dropping as a valid tactic? If all you had to deal with was one ship and one pilot, rather than the potential for a fleet, would AFK cloakers really be that threatening?
Ingvar Angst
Nasty Pope Holding Corp
#113 - 2011-12-19 16:30:56 UTC
Torin Corax wrote:
Messoroz wrote:
Lord Zim wrote:
Ingvar Angst wrote:
You're breaking wormhole covert intel gathering, where even the knowledge of a cloaked ship in the hole changes behaviors.

Deactivate unnecessary modules, jump in, behave exactly as before. Not seeing problem.


You don't seem to understand how covert ops don't have any unnecessary modules because they dont have the cpu and grid for it.


Not entirely true when it comes to intel gathering. All you need active for that is cloak and (maybe) probe launcher. Probes have the drawback of being scanable though, and if you are trying to keep your presence completely hidden they are a risk, small risk if careful, but mistakes happen.

Intel officer does not need any other modules active while actually gathering intel. For getting in/ out of position maybe, but even then if you actually need (for example) a MWD then you have probably been "made" and have blown your chance at being undetected already.

The only issue I have with AFK cloakers (and not a major one for me) is the ability to hot drop. Looked at from one way, it does seem to give a cov-ops ship the ability to punch far out of it's weight class. Bombers/ recons can be dangerous by themselves if used correctly, add the possibility of an entire fleet dropping on you and that could be a little OTT.
Naturally at this point it's no longer one player that is involved, but several, which requires a little more planning and preparation. However BO/ cap alts are not hard to come by either, and can also be kept AFK (or logged) until needed. I am curious whether the whines would be as prevalent if measures were taken to restrict the use of hot-dropping as a valid tactic? If all you had to deal with was one ship and one pilot, rather than the potential for a fleet, would AFK cloakers really be that threatening?



Ugh... I had hot dropping covered. Again...

1. Remove cloaked vessels from local. They're cloaked after all.
2. Remove local from cloaked vessels. Being cut off from local is a two way street. Intel gathering would be an active endeavor.
3. When decloaking, have a delay in being able to fire off a cyno. Fifteen, thirty seconds... length to be determined... but enough to prevent hot dropping abuse. Allow a possible exception for Black Ops ships, they're a special class after all. If not an exception, have the cooldown be reduced by skills for black ops ships.

Six months in the hole... it changes a man.

Mag's
Azn Empire
#114 - 2011-12-19 18:52:29 UTC
Lord Zim wrote:
Not only so I say, so it will be. If you haven't noticed, this is a game in which every ******* kind of leverage that can be used to gain the upper hand, can and will be used. Not showing up in local is a huge ******* advantage, and that will be abused to **** and back.

This is so predictable it's not even funny. And your attitude is precisely why I say "ok, remove local/remove local for cloaked ships then", just so I can point to these threads and say "hey, guy, so you remember when I said something would happen if these changes happened? Yeah, what up, *****."
So you say, with yet more conjecture.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

YuuKnow
The Scope
#115 - 2011-12-19 22:37:40 UTC
Here's some argument for why AFK cloakers are cheap.

https://forums.eveonline.com/default.aspx?g=posts&t=48239&find=unread

Terminal Insanity
KarmaFleet
Goonswarm Federation
#116 - 2011-12-19 23:39:21 UTC
the fact this is even a discussion is ********.

Cloaking is working fine. the problem is Local. Once local is gone/delayed or 'on sight' only, then nobody will complain about afk cloakers

Lets understand what we're complaining about here. A guy who by definition, is not even at his keyboard. Grow a pair.

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

Bubanni
Center for Advanced Studies
Gallente Federation
#117 - 2011-12-20 03:30:53 UTC
The idea is fine, specially if it takes a long time to scan... but I think the range should be more like 4 au so you can sit in a safe with much smaller chance of being found... wormhole people should not worry... systems are huge... and the prober should not get a result that tells him your actually cloaked in the system. If you get found then its because you choose to be cloaked next to a celestial

I think the scan time should be like 5 mins, and you should only land within like 5+ km :)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Lord Zim
Gallente Federation
#118 - 2011-12-20 09:20:18 UTC
Mag's wrote:
Lord Zim wrote:
Not only so I say, so it will be. If you haven't noticed, this is a game in which every ******* kind of leverage that can be used to gain the upper hand, can and will be used. Not showing up in local is a huge ******* advantage, and that will be abused to **** and back.

This is so predictable it's not even funny. And your attitude is precisely why I say "ok, remove local/remove local for cloaked ships then", just so I can point to these threads and say "hey, guy, so you remember when I said something would happen if these changes happened? Yeah, what up, *****."
So you say, with yet more conjecture.

Okay, let's dissect this, then. Who do you think afk cloaking works against?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Tippia
Sunshine and Lollipops
#119 - 2011-12-20 10:22:53 UTC
Lord Zim wrote:

Okay, let's dissect this, then. Who do you think afk cloaking works against?

Anyone who uses local as an intel tool.
Ingvar Angst
Nasty Pope Holding Corp
#120 - 2011-12-20 11:36:44 UTC
Tippia wrote:
Lord Zim wrote:

Okay, let's dissect this, then. Who do you think afk cloaking works against?

Anyone who uses local as an intel tool.


Not just that, but anyone that also isn't prepared to take risks or that expects to safely do what they want in null sec.

Six months in the hole... it changes a man.