These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Cyno Timers

Author
4Rum Alt
Republic Military School
Minmatar Republic
#1 - 2016-11-24 15:37:28 UTC
Again Eve is all about balance and counters. A cyno is instant where nothing else in eve is instant, not even jumping thru a gate is instant. So why does the cyno still remain instant? The cyno needs to be giving a timer, even if its just a 5 sec timer. In a game of balance and counters there is no counter to a cyno hotdrop. There is no time for a reaction, which makes it unbalanced. You can't even lock the cyno ship and destroy it before a cyno is up. My proposal is to add some sort of timer to a cyno, from the time it is activated to the time it actually sends the signal to the awaiting ships. I think covert cyno 5 secs and regular cyno 10 secs is a good starting point.
Arden Elenduil
Unlimited Bear Works
#2 - 2016-11-24 16:53:17 UTC
There is a counter. Mobile cyno inhibitors. That said, sometimes you can snipe the cyno ship (if it's a small frigate) before anything gets through.
Iain Cariaba
#3 - 2016-11-24 18:54:03 UTC
There's also regular cyno inhibitors, those protect entire systems from regular cynos, but not covert cynos.

Also, post with your main.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2016-11-24 19:01:57 UTC
I think you should post with your main.

And also explain why.

And also search the damn forums to see how many times this has been proposed.
4Rum Alt
Republic Military School
Minmatar Republic
#5 - 2016-11-24 19:50:45 UTC
This is my main forum posting toon. Why do all other mods that have something to do with a cyno, including the cyno inhibitor have a timer to make it work? Why should a cyno be instant? You guys do no want a challenge or equal odds fights. There is no challenge in hotdropping a 10 man cap fleet with a 60 man cap fleet. Its like a basketball game, the other team have 5 players and you bring 30 players and put on the court at the same time. You could literally put 6 of your players on each one of theirs. Then you say stop whining and just play, we are just better than you. You are so afraid to lose that you will only play with the odds stacked in your favor and then don't want any rules changed that might unstack or god forbid even the odds. You already have 10 times the personal, then still want the rules in your favor. You guys play the game on easy, then brag about how good you are. You are the ones that have no balls. One of my friends would play the playstation, buy one of those adventure games, say Resident Evil. Put the settings to easy, beat the game in a few days then brag about how he beat the game in 3 days. Or how about my nephew would play me in madden, but go and raise all of his players stats to 99. Then have to nerve to brag about beating someone. I do not mind losing, but damn give me a straight up fade, don't bring 50 of your friends, jump me from out the bushes, then brag about how you beat my ass.
Frostys Virpio
State War Academy
Caldari State
#6 - 2016-11-24 20:09:10 UTC
4Rum Alt wrote:
This is my main forum posting toon. Why do all other mods that have something to do with a cyno, including the cyno inhibitor have a timer to make it work? Why should a cyno be instant? You guys do no want a challenge or equal odds fights. There is no challenge in hotdropping a 10 man cap fleet with a 60 man cap fleet. Its like a basketball game, the other team have 5 players and you bring 30 players and put on the court at the same time. You could literally put 6 of your players on each one of theirs. Then you say stop whining and just play, we are just better than you. You are so afraid to lose that you will only play with the odds stacked in your favor and then don't want any rules changed that might unstack or god forbid even the odds. You already have 10 times the personal, then still want the rules in your favor. You guys play the game on easy, then brag about how good you are. You are the ones that have no balls. One of my friends would play the playstation, buy one of those adventure games, say Resident Evil. Put the settings to easy, beat the game in a few days then brag about how he beat the game in 3 days. Or how about my nephew would play me in madden, but go and raise all of his players stats to 99. Then have to nerve to brag about beating someone. I do not mind losing, but damn give me a straight up fade, don't bring 50 of your friends, jump me from out the bushes, then brag about how you beat my ass.


Adding a timer to cyno will not lead to equal fight it will lead to no fight. You don't know what is on the other side of that upcoming cyno so the only good answer will always be GTFO if you can.
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2016-11-24 20:17:30 UTC
...Why do you think only the big groups benefit from cynos? Who do you think hotdrops our ratters, jump freighters and cyno beacons?

Hell. Last year there was a guy in mordus angels, a 1500 man group, who killed cfc/imperium (a ~30k man group) jump freighters almost every single day.

By hotdropping them.

You'd nerf one of the best tools a smaller group has to hurt a bigger group with a change like this. I don't think that's a good idea.
Sitting Bull Lakota
Poppins and Company
#8 - 2016-11-24 20:17:34 UTC
4Rum Alt wrote:
You guys do no want a challenge or equal odds fights.

You do not want to have any risk at all to your precious isk/hr.

See? I can make ridiculous over-generalizations about you too.
Arden Elenduil
Unlimited Bear Works
#9 - 2016-11-24 23:37:04 UTC
Eve Online

Fair fights

Pick one...


Alternatively, if in Eve Online, you find yourself in a fair fight, you're either in a tournament, or you've done something horribly wrong.
Iain Cariaba
#10 - 2016-11-24 23:40:57 UTC
Arden Elenduil wrote:
Eve Online

Fair fights

Pick one...


Alternatively, if in Eve Online, you find yourself in a fair fight, you're either in a tournament, or you've done something horribly wrong.

FTFY Big smile
Lugh Crow-Slave
#11 - 2016-11-25 07:44:48 UTC
Arden Elenduil wrote:
Eve Online

Fair fights

Pick one...


Alternatively, if in Eve Online, you find yourself in a fair fight, you're either in a tournament, or you've done something horribly wrong.




every fight in eve is a fair fight and they all started the first time you logged in
Tabyll Altol
Viziam
Amarr Empire
#12 - 2016-11-25 08:47:10 UTC  |  Edited by: Tabyll Altol
Danika Princip wrote:
...Why do you think only the big groups benefit from cynos? Who do you think hotdrops our ratters, jump freighters and cyno beacons?

Hell. Last year there was a guy in mordus angels, a 1500 man group, who killed cfc/imperium (a ~30k man group) jump freighters almost every single day.

By hotdropping them.

You'd nerf one of the best tools a smaller group has to hurt a bigger group with a change like this. I don't think that's a good idea.


That´s only right when it comes to hotdropping jumpfreighter / ratters. Which should not be the main factor for balancing stuff.

A short summary:

- Cyno instant

- Cyno jammer 30 min warm up

- Mobile cyno inhibitor 2 min warm up.

To make them more balanced make the same time for all (chose the time of your need).
Tabyll Altol
Viziam
Amarr Empire
#13 - 2016-11-25 10:34:58 UTC
Arden Elenduil wrote:
There is a counter. Mobile cyno inhibitors. That said, sometimes you can snipe the cyno ship (if it's a small frigate) before anything gets through.


And with this statement you proof that you never read the descripton of the Mobile cyno inhibitor. 2 min activation timer is no real counter.

When a cyno goes up and you get blobbed mostly of all times after 2 min´s the fight is over for about 1.5 min.

Lugh Crow-Slave
#14 - 2016-11-25 10:38:50 UTC
Tabyll Altol wrote:
Arden Elenduil wrote:
There is a counter. Mobile cyno inhibitors. That said, sometimes you can snipe the cyno ship (if it's a small frigate) before anything gets through.


And with this statement you proof that you never read the descripton of the Mobile cyno inhibitor. 2 min activation timer is no real counter.

When a cyno goes up and you get blobbed mostly of all times after 2 min´s the fight is over for about 1.5 min.




you need to put it down BEFORE you need it. they are preventative tools not reaction tools. that's what keeps them balanced. you add a timer to a cyno and no one is going to use them except people who already control the battle field thus defeating the point of the cyno
Tabyll Altol
Viziam
Amarr Empire
#15 - 2016-11-25 10:53:03 UTC  |  Edited by: Tabyll Altol
Lugh Crow-Slave wrote:
Tabyll Altol wrote:
Arden Elenduil wrote:
There is a counter. Mobile cyno inhibitors. That said, sometimes you can snipe the cyno ship (if it's a small frigate) before anything gets through.


And with this statement you proof that you never read the descripton of the Mobile cyno inhibitor. 2 min activation timer is no real counter.

When a cyno goes up and you get blobbed mostly of all times after 2 min´s the fight is over for about 1.5 min.




you need to put it down BEFORE you need it. they are preventative tools not reaction tools. that's what keeps them balanced. you add a timer to a cyno and no one is going to use them except people who already control the battle field thus defeating the point of the cyno


So i will put a 60 Million (Jita buy) module up which have a range of 200 km and have to wait 2 min until i can start charging in. This could be realistiv in smallscale battles. Every fight (with more than 20 dudes on each side) would pop it in notime (170k ehp). Or the cyno just warps to a ping (takes about 20-30 sec).

And for all that you can´t scoope it back. Yes and because this module is so good balanced it is used so often. Wait oh no it´s almost useless.


The problem of the cyno is not that it´s instant, the problem is that 1 ship could cyno in a 255 man super fleet in 1-10 sec. What´s your aproach for balancing that !


That´s the broken part !
Lugh Crow-Slave
#16 - 2016-11-25 12:05:08 UTC
Tabyll Altol wrote:


The problem of the cyno is not that it´s instant, the problem is that 1 ship could cyno in a 255 man super fleet in 1-10 sec. What´s your aproach for balancing that !


That´s the broken part !


but that part isn't broken and in fact you could say it is one of the most eve things in eve. 1 ship literally able to turn the tide of battle in an instant.

If this is not a mechanic you want to play with you can go to HS, sov null and set up a jamer or play in WH.
if you don't want to do that and still want to avoid Cynos then fly smart. mark cyno pilots/ corps that regularly use them, avoid engaging common cyno ships. Remember if you are on grid with a cyno you were the one dumb enough to get yourself into that situation

as some one who does a lot with small fleets/gangs cynos are essential to letting us hit above our weight and force our opponints into fights they would not otherwise take.

i'm not sure you know just how much effort it takes to get those 255 people into ships ready to jump to a cyno or how difficult it is to keep their attention to ensure that as few as possible are afk when they are needed. the cyno isn't just a magic "poof spaceship" button there is a lot of background work and pre-planning that goes into organizing those fleets.
Tabyll Altol
Viziam
Amarr Empire
#17 - 2016-11-25 12:32:11 UTC
Lugh Crow-Slave wrote:
Tabyll Altol wrote:


The problem of the cyno is not that it´s instant, the problem is that 1 ship could cyno in a 255 man super fleet in 1-10 sec. What´s your aproach for balancing that !


That´s the broken part !


but that part isn't broken and in fact you could say it is one of the most eve things in eve. 1 ship literally able to turn the tide of battle in an instant.

If this is not a mechanic you want to play with you can go to HS, sov null and set up a jamer or play in WH.
if you don't want to do that and still want to avoid Cynos then fly smart. mark cyno pilots/ corps that regularly use them, avoid engaging common cyno ships. Remember if you are on grid with a cyno you were the one dumb enough to get yourself into that situation

as some one who does a lot with small fleets/gangs cynos are essential to letting us hit above our weight and force our opponints into fights they would not otherwise take.

i'm not sure you know just how much effort it takes to get those 255 people into ships ready to jump to a cyno or how difficult it is to keep their attention to ensure that as few as possible are afk when they are needed. the cyno isn't just a magic "poof spaceship" button there is a lot of background work and pre-planning that goes into organizing those fleets.


I know that it´s not that easy to get a 255 man Super/titan fleet. No cyno´s were there (before capitals could take gates) to move capitals. The broken thin (in my opinion) is that they can stay safe until the fc needs them. The don´t have to do anything in the battle and can be ongrid in less then 5 sec. And this in a game where most things take time. If you travel via gates the same route i could take you up to 1 h.

Super/titan fleet are the current i win button (if large enough). They could be beaten isk wise with many counterdreads or surprise a larger superfleet.

I don´t say the should not be powerful but at least the user should commit to the fight (bringing in the supers before for warping) or cyno them in slow. The bigger party would still win but the effort is then bigger than now and takes travel time (like e.g. Battleship´s after the warps speed change).

To your arguments:

- The one ship could also change the whole battle but he could not send the whole superfleet in at once he warp on a safe and they jump in there. The difference would be the time needed.

- I want to improve the machanik to an more balanced thing. If you don´t want it play in HS/LS/WH is a bad argument, everybody cried about fozzy sov and now many people realize that it actually works better than last sov (in my opinon).

- The effort for supers/titans are the same as for normal fleet but some points are more relevant:

Ping --> form fleet --> warp to a meeting point (mostly keepstar/Fortizar) --> wait on call.

When your fleetmembers don´t attend to orders thats no reason for not changing a game mechanics.

Hope you try to see the things from a different view or at least try. I would also try to understand your position but please in a neutral view not a "I´m in the biggest superblob and want to keep my easy kills" view.

still for the idea

+1
Lugh Crow-Slave
#18 - 2016-11-25 13:02:51 UTC
Tabyll Altol wrote:
but please in a neutral view not a "I´m in the biggest superblob and want to keep my easy kills" view.



Lugh Crow-Slave wrote:

as some one who does a lot with small fleets/gangs cynos are essential to letting us hit above our weight and force our opponints into fights they would not otherwise take.



and sure the ships are free from harm b4 they jump in but after they are much harder to evac than sub caps particularly after fatigue


the go to a different area of space is a valid argument that is why they have different rules so that you can play how you want
Arden Elenduil
Unlimited Bear Works
#19 - 2016-11-25 13:21:54 UTC
Tabyll Altol wrote:
Arden Elenduil wrote:
There is a counter. Mobile cyno inhibitors. That said, sometimes you can snipe the cyno ship (if it's a small frigate) before anything gets through.


And with this statement you proof that you never read the descripton of the Mobile cyno inhibitor. 2 min activation timer is no real counter.

When a cyno goes up and you get blobbed mostly of all times after 2 min´s the fight is over for about 1.5 min.




Please point out on the doll where the evil PL cyno touched you
Donnachadh
United Allegiance of Undesirables
#20 - 2016-11-25 15:13:33 UTC
Iain Cariaba wrote:
Also, post with your main.

Danika Princip wrote:
I think you should post with your main.

Why?
Posting with a main was the single biggest mistake I ever made in EvE.
12Next page