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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Xcom
Aliastra
Gallente Federation
#7881 - 2016-12-04 08:05:38 UTC  |  Edited by: Xcom
baltec1 wrote:
Xcom wrote:
LOL rekt

baltec1 just wants spontaneous death to ratters, as if it was a great solution to riskless farming. But noone is stupid enough to rat with AFK cloakers so they use the next system over tactic. Who in there right mind thinks its a good game mechanic to have invisible attackers coming out of cloak right on top of you and blapping you. Even worse for the active roaming gang tactics are a waste of effort because you can put in a tenth the effort to catch idiots who rat or farm with a cloaky in system.

Nothing about AFK cloaking is good for anything to anyone. It reduces activity in a very targeted system. It makes the game a chore and really s**ty when you have try hards camping. PvPers activity is reduced because system renters can earn income to support there pvp activity. Content is reduced from the game in all aspects. Its a giant hole that leeks game content for anyone involved, even for the AFK cloakers themselfs. What kind of mindset is needed to tryhard for a kill, is that kind of pvp even constructive and thrilling? Do they have fun logging for all those hours to just get one kill?

If AFK cloaking disappeared you could still log out in the targeted system then catch people in belts getting around the so called "intel network" by logging in. But the same idiots who want AFK cloaking also want there incursions to enemy space risk free. The problem is logging out with safety after stirring up the hornets nest so they want a way to get around that with cloaks.


The second you log in they warp off because you show up in local before you finish loading into the system.

WTF am I reading hahaha. You want people to just role over and die? What a carebear. If you don't want to put some effort into your kills you wont get any.

This is what cloaks boil down to. Easy mode pvp. Decloak on top of targets that guaranties a win cause who would be dumb enough to engage an overwhelming force. Blap the target and warp out. Ever thought that its f**king stupid to blow up to random cloakers that point you out of the blue? You really need to grow some balls and bring friends and take the system instead. That infrastructure that your targets use was put there in preparation they took out of there time. You expect to just login and blap anyone without any notice on behalf of your target? What WTF is the point of there infrastructure they wasted to put up? You really need to use those brain cells and come up with something better.

No one is dumb enough to fly in a pvp fit shooting rats. Don't expect anyone will because its a matter of numbers. Even if your targets fully pvp fit they will die just as easily when 8 ships gets on top just for that killmail. Even if you have friends in the system you will die before anyone's able to get to you before your dead. That's the point of cloaks, intelligence. Information kills before guns.
baltec1
Bat Country
Pandemic Horde
#7882 - 2016-12-04 09:09:45 UTC  |  Edited by: baltec1
Quote:

WTF am I reading hahaha. You want people to just role over and die? What a carebear. If you don't want to put some effort into your kills you wont get any.


Feel free to tell us all what effort can be made to load the system and scan down a target before you show up in local.
Quote:

This is what cloaks boil down to. Easy mode pvp. Decloak on top of targets that guaranties a win cause who would be dumb enough to engage an overwhelming force. Blap the target and warp out. Ever thought that its f**king stupid to blow up to random cloakers that point you out of the blue? You really need to grow some balls and bring friends and take the system instead. That infrastructure that your targets use was put there in preparation they took out of there time. You expect to just login and blap anyone without any notice on behalf of your target? What WTF is the point of there infrastructure they wasted to put up? You really need to use those brain cells and come up with something better.


I have taken on drakes, caracals, ravens and multiple vindicators in a solo bomber. Apparently you think they are easy fights. You then go on about growing some balls immediately followed by "bring friends" and bang on about taking out their infrastructure. You are literally saying invade with several thousand ships because that is what is required to hammer the likes of the imperium. So much of wanting more pvp, no solo/small gangs allowed.

Quote:

No one is dumb enough to fly in a pvp fit shooting rats. Don't expect anyone will because its a matter of numbers. Even if your targets fully pvp fit they will die just as easily when 8 ships gets on top just for that killmail. Even if you have friends in the system you will die before anyone's able to get to you before your dead. That's the point of cloaks, intelligence. Information kills before guns.


Lots of people fit a cyno to get instant support. Response times in any system with an organised ratting fleet is faster than concord. Of course you would know this if you had spent any time either hunting or ratting out in null which clearly you have not.
Xcom
Aliastra
Gallente Federation
#7883 - 2016-12-04 09:37:58 UTC  |  Edited by: Xcom
Edit: Double post
Xcom
Aliastra
Gallente Federation
#7884 - 2016-12-04 09:40:20 UTC  |  Edited by: Xcom
baltec1 wrote:
Quote:

WTF am I reading hahaha. You want people to just role over and die? What a carebear. If you don't want to put some effort into your kills you wont get any.


Feel free to tell us all what effort can be made to load the system and scan down a target before you show up in local.
Quote:

This is what cloaks boil down to. Easy mode pvp. Decloak on top of targets that guaranties a win cause who would be dumb enough to engage an overwhelming force. Blap the target and warp out. Ever thought that its f**king stupid to blow up to random cloakers that point you out of the blue? You really need to grow some balls and bring friends and take the system instead. That infrastructure that your targets use was put there in preparation they took out of there time. You expect to just login and blap anyone without any notice on behalf of your target? What WTF is the point of there infrastructure they wasted to put up? You really need to use those brain cells and come up with something better.


I have taken on drakes, caracals, ravens and multiple vindicators in a solo bomber. Apparently you think they are easy fights. You then go on about growing some balls immediately followed by "bring friends" and bang on about taking out their infrastructure. You are literally saying invade with several thousand ships because that is what is required to hammer the likes of the imperium. So much of wanting more pvp, no solo/small gangs allowed.

Quote:

No one is dumb enough to fly in a pvp fit shooting rats. Don't expect anyone will because its a matter of numbers. Even if your targets fully pvp fit they will die just as easily when 8 ships gets on top just for that killmail. Even if you have friends in the system you will die before anyone's able to get to you before your dead. That's the point of cloaks, intelligence. Information kills before guns.


Lots of people fit a cyno to get instant support. Response times in any system with an organised ratting fleet is faster than concord. Of course you would know this if you had spent any time either hunting or ratting out in null which clearly you have not.

What exactly are you on about. Solo pvp, hammering the imperium. Small gang pvp? You should focus on a single topic and stop talking out of your a*s. No you shouldn't be able to go into a well defended system and survive. Somehow cloaking have allowed you to get around that mechanic and that is pure bullshit. If you want small gang pvp you can just head into a mid or low defended system and try and get a fight. You shouldn't however cloak up in a bizzy system and expect people to drop there guard and jump them when they least expect an engagement. Also your not supposed to scan down the system and find your target instantly. You do what everyone else does. Use D-scan.

How exactly will broken AFK cloaking mechanics bring you solo or small gang pvp? Please enlighten me.
baltec1
Bat Country
Pandemic Horde
#7885 - 2016-12-04 11:13:47 UTC
Quote:

What exactly are you on about. Solo pvp, hammering the imperium. Small gang pvp? You should focus on a single topic and stop talking out of your a*s.


I'm responding to your bad idea and highlighting the damage it will do, if can't keep up perhaps this is not a topic for you.
Quote:

No you shouldn't be able to go into a well defended system and survive. Somehow cloaking have allowed you to get around that mechanic and that is pure bullshit.

No that's the entire point of cov ops existing.
Quote:

If you want small gang pvp you can just head into a mid or low defended system and try and get a fight. You shouldn't however cloak up in a bizzy system and expect people to drop there guard and jump them when they least expect an engagement.

So you want reduce pvp.

Quote:

Also your not supposed to scan down the system and find your target instantly. You do what everyone else does. Use D-scan.
Which means thanks to local the target is docked or in a pos before you can even land on grid with it.
[Quote/]
How exactly will broken AFK cloaking mechanics bring you solo or small gang pvp? Please enlighten me.[/quote]

Ask Fcon about my holiday in their old ice system.
Prince Kobol
#7886 - 2016-12-04 11:59:33 UTC  |  Edited by: Prince Kobol
What we have at the moment is two sides of the argument trying to score points of each other and refusing to try and meet in the middle.

I can see both sides of the argument having been on both sides.

I look at it this way. Any mechanic where me as a player can not counter another player without waiting for them to make a mistake or an action needs looking at. Basically any action were you can only react to an event.

So with Cloaking, until that player decloaks or derps there is nothing I can do. I can not force him to decloak, I can not force him to even move. I can only react, there is nothing I do proactively.

I have sat in enemy systems for weeks on end with alts that cant even light cyno's, cant fit weapons or most other mods just to be annoying knowing there was absolutely nothing they could do.

So yeah it is frustrating and broken in the sense that until I did something I was completely safe.

I would like some kind of new mechanic that the very least gives a player the chance of finding a cloaked ship and thus forcing them to be constantly on the move.

I would be happy with that because at the very least I know that player is active otherwise he will go pop.

I do not see this as a problem because if you are active then you can avoid being caught. It only becomes a problem if you do indeed sit afk. Same with the other side because you have the ability to chase that cloaked guy out of system or force them into making a mistake.

As for local, it is a very powerful intel tool, far to powerful. Local allows real time intel on enemy fleet movements anywhere before they get even close to their target.

Its not just fleets but even just a random guy passing through doing some exploration will be reported and hunted.

As a compromise how about in Sov Holding systems Local has a default 15 min delay but depending on the x you can get it down to say 2 mins.

In NPC null sec I would remove it entirely. I like the idea of having huge fleets hidden in deep in NPC Null just waiting.

Give it 3 months and see how it goes then adjust accordingly if required.
baltec1
Bat Country
Pandemic Horde
#7887 - 2016-12-04 12:23:33 UTC
Prince Kobol wrote:
What we have at the moment is two sides of the argument trying to score points of each other and refusing to try and meet in the middle.

I can see both sides of the argument having been on both sides.

I look at it this way. Any mechanic where me as a player can not counter another player without waiting for them to make a mistake or an action needs looking at. Basically any action were you can only react to an event.

So with Cloaking, until that player decloaks or derps there is nothing I can do. I can not force him to decloak, I can not force him to even move. I can only react, there is nothing I do proactively.

I have sat in enemy systems for weeks on end with alts that cant even light cyno's, cant fit weapons or most other mods just to be annoying knowing there was absolutely nothing they could do.

So yeah it is frustrating and broken in the sense that until I did something I was completely safe.

I would like some kind of new mechanic that the very least gives a player the chance of finding a cloaked ship and thus forcing them to be constantly on the move.

I would be happy with that because at the very least I know that player is active otherwise he will go pop.

I do not see this as a problem because if you are active then you can avoid being caught. It only becomes a problem if you do indeed sit afk. Same with the other side because you have the ability to chase that cloaked guy out of system or force them into making a mistake.

As for local, it is a very powerful intel tool, far to powerful. Local allows real time intel on enemy fleet movements anywhere before they get even close to their target.

Its not just fleets but even just a random guy passing through doing some exploration will be reported and hunted.

As a compromise how about in Sov Holding systems Local has a default 15 min delay but depending on the x you can get it down to say 2 mins.

In NPC null sec I would remove it entirely. I like the idea of having huge fleets hidden in deep in NPC Null just waiting.

Give it 3 months and see how it goes then adjust accordingly if required.


I'm game.
Jerghul
Aliastra
Gallente Federation
#7888 - 2016-12-04 12:46:59 UTC  |  Edited by: Jerghul
Kobol
It depends on what your goal is. My goal is to increase activity in null-sec. Nerfing local would break my goal in a manner worse than afk cloaky camping breaks it.

I would support introducing Sov systems accessible only by player build jump bridges (wormholes, cynos) that initially have no local, but where local intelligence arrays can be deployed. A new ecosystem with mechanics somewhere between null-sec and wormhole space in other words.

A 15 minute timer is no local to all intents and purposes (or worse than no local if only defenders show up on it).

No local is actually the counter to safety inherent to no gates. So needs to be considered from a gate perspective (there is also the EvE lore argument that free gates and free local are inherent to empire services). But the no local concept has not been much of a success in wormhole space if population is a metric.

I floated a compromise suggestion earlier (you can afk for 5 hours, but have to log on then to refresh the cloak). Afk cloaky camper proponents found the demand too strenuous.

Blocked list: Teckos, Sonya, Wander, Baltec1

Dracvlad
Taishi Combine
Astral Alliance
#7889 - 2016-12-04 13:07:46 UTC
baltec1 wrote:
Dracvlad wrote:
baltec1 wrote:
Dracvlad wrote:
Wander Prian wrote:
So details matter when it suits your narrative, but they aren't important when it comes to nerfing cloaks? Got it. Btw, it's starting to be difficult to see where one ass ends and another begins...


Yes but when you say details matter it is normally a good idea to explain the details, I was suggesting that you take your tender little self and analyse the ratting data and work out where this is happening and then why, then look at places that have lower ratting rates and more kills, it is not difficult to work out, then one can see a pattern and understand why and what this means.

That you did not do this means that your throw away line is worth horse shite because the details of why this is happening is down to a number of things, such as what I replied to and of course location, if that location clue does not help your grey matter to stir a bit then nothing will.

Nerfing cloaks will make no real difference to this at all, because a lot of the excessive ratting is not actually affected by AFK cloaking due to being renters in a very far away location. Anyway as you are a WH player I don't expect you to understand any of that.


Delve is the biggest injector of minerals in the game now, it is also home to goons who use local based intel systems to spot anything entering their space. Removing AFK cloaking means you wipe out the only counter to their intel system.


Go take their space...


And how do you go about doing that as a solo player?


But you are not!

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#7890 - 2016-12-04 13:11:10 UTC
baltec1 wrote:
Prince Kobol wrote:
What we have at the moment is two sides of the argument trying to score points of each other and refusing to try and meet in the middle.

I can see both sides of the argument having been on both sides.

I look at it this way. Any mechanic where me as a player can not counter another player without waiting for them to make a mistake or an action needs looking at. Basically any action were you can only react to an event.

So with Cloaking, until that player decloaks or derps there is nothing I can do. I can not force him to decloak, I can not force him to even move. I can only react, there is nothing I do proactively.

I have sat in enemy systems for weeks on end with alts that cant even light cyno's, cant fit weapons or most other mods just to be annoying knowing there was absolutely nothing they could do.

So yeah it is frustrating and broken in the sense that until I did something I was completely safe.

I would like some kind of new mechanic that the very least gives a player the chance of finding a cloaked ship and thus forcing them to be constantly on the move.

I would be happy with that because at the very least I know that player is active otherwise he will go pop.

I do not see this as a problem because if you are active then you can avoid being caught. It only becomes a problem if you do indeed sit afk. Same with the other side because you have the ability to chase that cloaked guy out of system or force them into making a mistake.

As for local, it is a very powerful intel tool, far to powerful. Local allows real time intel on enemy fleet movements anywhere before they get even close to their target.

Its not just fleets but even just a random guy passing through doing some exploration will be reported and hunted.

As a compromise how about in Sov Holding systems Local has a default 15 min delay but depending on the x you can get it down to say 2 mins.

In NPC null sec I would remove it entirely. I like the idea of having huge fleets hidden in deep in NPC Null just waiting.

Give it 3 months and see how it goes then adjust accordingly if required.


I'm game.


Remove cyno's I am game.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Prince Kobol
#7891 - 2016-12-04 13:14:16 UTC
Jerghul wrote:
Kobol
It depends on what your goal is. My goal is to increase activity in null-sec. Nerfing local would break my goal in a manner worse than afk cloaky camping breaks it.

I would support introducing Sov systems accessible only by player build jump bridges (wormholes, cynos) that initially have no local, but where local intelligence arrays can be deployed. A new ecosystem with mechanics somewhere between null-sec and wormhole space in other words.

A 15 minute timer is no local to all intents and purposes (or worse than no local if only defenders show up on it).

No local is actually the counter to safety inherent to no gates. So needs to be considered from a gate perspective (there is also the EvE lore argument that free gates and free local are inherent to empire services). But the no local concept has not been much of a success in wormhole space if population is a metric.

I floated a compromise suggestion earlier (you can afk for 5 hours, but have to log on then to refresh the cloak). Afk cloaky camper proponents found the demand too strenuous.


I don't see how nerfing local would reduce null sec activity. After living in null sec for years having real time enemy intel 10+ jumps away did more to deter conflicts then anything else.

You knew instantly how big the enemy fleet is and where so you could decide without even having to unlock whether to fight or not, not only that but if you were out roaming with that real time enemy intel you could easily avoid contact. Being able to track an enemy fleet movement just by having one person in system is far too powerful.

Local all but removes chance encounters. In all the the years I played Eve I can not remember one fight in null sec where we did not know the numbers and ships we were facing long before we actually engaged.

Somebody who is cloaking camping can only effect that one single system, local intel can effect an entire constellation.

Your idea about some kind of refresh is to be honest not very good. It is still reactive and does not any player interaction. I much prefer a system where I can directly have an effect on that person who is cloaked, whilst they have the ability to counter my actions.

Prince Kobol
#7892 - 2016-12-04 13:19:36 UTC
Dracvlad wrote:
baltec1 wrote:
Prince Kobol wrote:
What we have at the moment is two sides of the argument trying to score points of each other and refusing to try and meet in the middle.

I can see both sides of the argument having been on both sides.

I look at it this way. Any mechanic where me as a player can not counter another player without waiting for them to make a mistake or an action needs looking at. Basically any action were you can only react to an event.

So with Cloaking, until that player decloaks or derps there is nothing I can do. I can not force him to decloak, I can not force him to even move. I can only react, there is nothing I do proactively.

I have sat in enemy systems for weeks on end with alts that cant even light cyno's, cant fit weapons or most other mods just to be annoying knowing there was absolutely nothing they could do.

So yeah it is frustrating and broken in the sense that until I did something I was completely safe.

I would like some kind of new mechanic that the very least gives a player the chance of finding a cloaked ship and thus forcing them to be constantly on the move.

I would be happy with that because at the very least I know that player is active otherwise he will go pop.

I do not see this as a problem because if you are active then you can avoid being caught. It only becomes a problem if you do indeed sit afk. Same with the other side because you have the ability to chase that cloaked guy out of system or force them into making a mistake.

As for local, it is a very powerful intel tool, far to powerful. Local allows real time intel on enemy fleet movements anywhere before they get even close to their target.

Its not just fleets but even just a random guy passing through doing some exploration will be reported and hunted.

As a compromise how about in Sov Holding systems Local has a default 15 min delay but depending on the x you can get it down to say 2 mins.

In NPC null sec I would remove it entirely. I like the idea of having huge fleets hidden in deep in NPC Null just waiting.

Give it 3 months and see how it goes then adjust accordingly if required.


I'm game.


Remove cyno's I am game.



I would not remove them but I would take a look at them. Not sure how I would change them but I do feel that they are somewhat overpowered
Jerghul
Aliastra
Gallente Federation
#7893 - 2016-12-04 13:38:04 UTC  |  Edited by: Jerghul
Kobol
Most null-sec activity is small level stuff. I can rephrase. Removing local would cause people to undock less often and spend less time undocked. It leaves spamming dscan as the main information sources - And spamming dscan is one of the main reasons people hate wormhole space.

The decision to fight or not to fight a blob is ultimately decided by single individuals, so cannot have much bearing on game design.

I am however mostly just arguing that nerfing local is not a compromise from an activity perspective. It's an escalation of the activity killing issues inherent to afk cloaky camping.

I am not against the idea on principle. I think deployable and destroyable gates and local intel arrays would be a nice addition in certain portions of space. Why not shut down empire gates in some parts of null sec - and with that, turn off the local intel channel effects. Add some new systems. Open up a class of wormholes for gate deployment - and presto, a subsection of space becomes a wormhole-null sec hybrid sandbox for people to play in.

I also think that local and alliance intel should be supplemented by a "neo" type warning system provided by CCP with a focus on empire owned gates as triggers for audio information cues (12 just jumped into 3 systems out).

Blocked list: Teckos, Sonya, Wander, Baltec1

baltec1
Bat Country
Pandemic Horde
#7894 - 2016-12-04 14:33:05 UTC
Prince Kobol wrote:
Jerghul wrote:
Kobol
It depends on what your goal is. My goal is to increase activity in null-sec. Nerfing local would break my goal in a manner worse than afk cloaky camping breaks it.

I would support introducing Sov systems accessible only by player build jump bridges (wormholes, cynos) that initially have no local, but where local intelligence arrays can be deployed. A new ecosystem with mechanics somewhere between null-sec and wormhole space in other words.

A 15 minute timer is no local to all intents and purposes (or worse than no local if only defenders show up on it).

No local is actually the counter to safety inherent to no gates. So needs to be considered from a gate perspective (there is also the EvE lore argument that free gates and free local are inherent to empire services). But the no local concept has not been much of a success in wormhole space if population is a metric.

I floated a compromise suggestion earlier (you can afk for 5 hours, but have to log on then to refresh the cloak). Afk cloaky camper proponents found the demand too strenuous.


I don't see how nerfing local would reduce null sec activity. After living in null sec for years having real time enemy intel 10+ jumps away did more to deter conflicts then anything else.

You knew instantly how big the enemy fleet is and where so you could decide without even having to unlock whether to fight or not, not only that but if you were out roaming with that real time enemy intel you could easily avoid contact. Being able to track an enemy fleet movement just by having one person in system is far too powerful.

Local all but removes chance encounters. In all the the years I played Eve I can not remember one fight in null sec where we did not know the numbers and ships we were facing long before we actually engaged.

Somebody who is cloaking camping can only effect that one single system, local intel can effect an entire constellation.

Your idea about some kind of refresh is to be honest not very good. It is still reactive and does not any player interaction. I much prefer a system where I can directly have an effect on that person who is cloaked, whilst they have the ability to counter my actions.



You won't convince him, as you can see he blocks anyone who pokes holes in his arguments.
baltec1
Bat Country
Pandemic Horde
#7895 - 2016-12-04 14:35:21 UTC
Quote:


Remove cyno's I am game.


Both sides can use them and removing them will help attackers more than defenders.
Prince Kobol
#7896 - 2016-12-04 14:49:26 UTC
baltec1 wrote:
Quote:


Remove cyno's I am game.


Both sides can use them and removing them will help attackers more than defenders.


I would possibly look at if a cyno's is active another one could not be activated within a certain radius.. maybe 100km or something. Just a quick thought
Prince Kobol
#7897 - 2016-12-04 14:57:10 UTC
Jerghul wrote:
Kobol
Most null-sec activity is small level stuff. I can rephrase. Removing local would cause people to undock less often and spend less time undocked. It leaves spamming dscan as the main information sources - And spamming dscan is one of the main reasons people hate wormhole space.

The decision to fight or not to fight a blob is ultimately decided by single individuals, so cannot have much bearing on game design.

I am however mostly just arguing that nerfing local is not a compromise from an activity perspective. It's an escalation of the activity killing issues inherent to afk cloaky camping.

I am not against the idea on principle. I think deployable and destroyable gates and local intel arrays would be a nice addition in certain portions of space. Why not shut down empire gates in some parts of null sec - and with that, turn off the local intel channel effects. Add some new systems. Open up a class of wormholes for gate deployment - and presto, a subsection of space becomes a wormhole-null sec hybrid sandbox for people to play in.

I also think that local and alliance intel should be supplemented by a "neo" type warning system provided by CCP with a focus on empire owned gates as triggers for audio information cues (12 just jumped into 3 systems out).


I wouldn't say that is completely true. I've been in many small null sec alliances where the decision to fight was made by a group of people, mainly because we were only a small group.

I have also been in large null sec groups were yes, the decision to fight was made by a select few.

I would not compare WH space with null as they are too many variables to compare the two
baltec1
Bat Country
Pandemic Horde
#7898 - 2016-12-04 15:10:12 UTC
Prince Kobol wrote:
baltec1 wrote:
Quote:


Remove cyno's I am game.


Both sides can use them and removing them will help attackers more than defenders.


I would possibly look at if a cyno's is active another one could not be activated within a certain radius.. maybe 100km or something. Just a quick thought


That means you can't counter drop with your own forces.
Prince Kobol
#7899 - 2016-12-04 15:16:07 UTC  |  Edited by: Prince Kobol
baltec1 wrote:
Prince Kobol wrote:
baltec1 wrote:
Quote:


Remove cyno's I am game.


Both sides can use them and removing them will help attackers more than defenders.


I would possibly look at if a cyno's is active another one could not be activated within a certain radius.. maybe 100km or something. Just a quick thought


That means you can't counter drop with your own forces.



Yeah reaslised that small but fatel flaw once I postsed lol. Is there a mobile deployable which prevents cyno's within a certain radius currently in game at the moment?
baltec1
Bat Country
Pandemic Horde
#7900 - 2016-12-04 15:22:40 UTC  |  Edited by: baltec1
Deployable cyno jammer 100km range 2 min to activate and lasts an hour before self destructing.