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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#9181 - 2017-04-12 16:43:06 UTC
Mike Voidstar wrote:
Teckos Pech wrote:


Look everybody, Mike's using a false equivalency. Roll



I am beginning to think you don't understand what that actually means. Did you sell your account or something? You used to be better than this.


Right because you did not write:

Mike Voidstar wrote:
You guys just never give up on the false equivalence of cloaks vs. being docked. They aren't comparable.


Then you go on to compare them. In fact, now you are back to your refrain "cloaks aren't stations" meaning that cloaks provide similar saftey as a station, that is a comparison.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#9182 - 2017-04-12 17:04:20 UTC
Martin Corwin wrote:
AFK cloaking is not a counter to local based intel systems. AFK cloakers still show up in local and will be reported in intel systems based on local.


Which is why it is a counter. It is turning local against the person seeking to rat, mine, etc.

Quote:
AFK cloaking is also not a requirement for hunting or intel gathering. If you are AFK, you can't watch what's happening in the system you are in. If you don't look for targets or intel you are neither hunting nor gathering intel.


No, it is not a requirement however, the goal is to induce people into thinking the person is AFK when in fact they are not AFK. It is a valid tactic.

Quote:
AFK cloaking is, however, a tool of asymmetrical economic warfare. AFK camping an established and upgraded system will reduce member as well as alliance income and readiness, and render system upgrades useless. It can obviously be used to do harm.


Sure, for bad corporations and alliances.

Quote:
AFK cloaking is not balanced. The only counterplay is for a larger group of players to be on constant alert, as neither the extent of inactivity nor the escalation potential can be known.


What, people in NS should be on alert?!?!?! I’m shocked, shocked I say! Yes, the counter play is to get into the standing fleet, be on comms, and be ready to help somebody engaged by a hostile who decides to engage someone in system. You might even want to consider ratting in a group with PvP fits. Yes, this will reduce your personal stream of income, but you are still getting a stream of income and you can keep the system indexes high thus, thwarting the economic warfare you noted above. Nobody needs to sit in a fleet in a POS twiddling their thumbs. That narrative is simply false designed to make various anti-cloaking proposals sound more reasonable.


Quote:
Proposal:
after 30min of being active, cloaking modules will enter a second mode where the ship can be probed (including model of ship) but is still not visible on grid or on d-scan. After 60min of being active, cloaking modules will force shutdown and enter a "reload" cycle of 2min. Reload cycles can be triggered at any point during module activity. Timer resets on gate jumps.


No. Remove local, then something like that can be considered/discussed. Stop wanting to have your cake and eat it too.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#9183 - 2017-04-12 17:15:30 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Teckos Pech wrote:
Sonya Corvinus wrote:
Mike Voidstar wrote:
Cloaking modules aren't stations, thus they should not be providing that level of safety.


Why? Stations give you safety and the ability to earn isk by trading, cloaks give you safety and a degree of mobility without the ability to earn isk. Balance.


I would add to this that the "station like safety" that Mike is going on about is only if you are at a safe you only know about and you do not move from it. Thus, the safety is very limiting…not unlike with a station. My point about jump clones is that you probably have more safe travel than you do with a cloak. If anyone is engaged in a false equivalency here it is Mike. Mike wants everyone to believe that once you slap on a cloak and activate the module that’s it. You are as safe as if you were in station. My arguments against this is that it is only true in a very limited context. It is not true if you are on grid with others. That means it is not true if you are near a station, a POS, some other structure. It is not true with gates. With a cloak you do not get the risk free travel you do with a station. Granted the station is limited in that you can only travel to where your JCs are. So with a cloak you trade off that absolute safety for a greater range of destinations. Why this is seen as unbalanced by Mike, IDK. Strikes me as reasonably balanced.



An interesting angle, but still full of tremendous differences in almost every important detail.

Sure you can travel with jumpclones---each of which had to get where it is somehow, and is also in a station and therefore out of the play area. In addition, the jumpclone requires a bit of training to get, a bit of ISK to buy, and more than a bit of faction grinding or else maintaining your own stations to create in the first place. All in all, much more effort than cloaking at a safespot requires.


This is full of holes. First off, stations are NOT out of the play area. Stations are where considerable economic activity take place which is part of game play. In fact, a very important part of game play. Yes, jump clones require some training…but so do cloaks. In fact, to use a cloak effectively it likely requires more training. And yeah, jump clones had to “get to” the other stations. But so did that cloaked ship at a safe scaring the bajeebers out of you via local.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#9184 - 2017-04-12 17:37:37 UTC
Mike Voidstar wrote:
Sonya Corvinus wrote:
Mike Voidstar wrote:
Because Stations aren't modules. It's really that simple. Modules provide a ship functionality in space. Stations are a safe place for your ship to park. They aren't the same, or even comparable except in the most superficial way.

Everything in space is supposed to be at risk of non-consensual PvP. That cannot be provided by a module, as a module must be on a ship that is in space to function.


Cloaked ships are at more risk of non-consensual PvP than a PvE-er in null watching local.



I await with baited breath your disclosure of the methods used to hunt a cloaked ship that does not willfully engage in risky behavior.

Your PvE-er has to not only watch local, but take appropriate actions before the hunter arrives and react accordingly once he does.

Your Cloaked guy just has to sit there and not bump into anything.


Willfully engage in risky behavior? Tell us again how you don’t want to play the game risk free. Engaging any ship entails some degree of risk. Your criteria of “not willfully engage in risky behavior” means you really don’t understand the nature of this game, IMO. Here, let me help…

In EVE, if you want to do anything interesting you’ll have to accept some degree of risk. And that risk will largely (quite possibly entirely) be dependent on your actions.

Now I know you’ll go “Ah-ha! But a player cloaked at a safe has very little possibly even no risk!” Yes, but then they really can’t play the game and retain that safety. If they do anything other than sit at that safe they face some degree of risk. About the worst they can do is say, “Boo!” to you in local. That you cannot formulate a response to that is not my problem. Nor is it baltec1’s problem. It is not even CCP’s problem. It is your problem. Many people have provided ways to formulate a response. You wave those aside based on the fact that there is no “hard” counter. But I keep telling you not everything has a “hard” counter and that is fine. For example, what is the hard counter to a station trader? He can’t be killed once he is set up and running his operations. He need never undock. There is only a “soft” counter—you compete with him in various markets. Further, in HS there are both “hard” and “soft” counters for say mining. A guy showing up in your belt is competing with you, you are now engaged in PvP. You can respond in a “hard” manner (e.g. bump him or shoot him) or you can use a “soft” counter and just out mine him.

And yeah, Sonya is correct. If you are in a cloaked ship it does not exempt one from risk of non-consensual PvP. It only does that if you sit at a safe only you know about and do nothing.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Sonya Corvinus
Grant Village
#9185 - 2017-04-12 22:35:10 UTC
Mike Voidstar wrote:
I await with baited breath your disclosure of the methods used to hunt a cloaked ship that does not willfully engage in risky behavior.

Your PvE-er has to not only watch local, but take appropriate actions before the hunter arrives and react accordingly once he does.

Your Cloaked guy just has to sit there and not bump into anything.


Cloaked ships have to take gates, they have to decloak at some point, and then they are vulnerable. A PvE-er in sov null can get away literally 100% of the time, no matter what. They can also earn ISK while doing this. A cloaked ship can't hurt anyone and can't earn ISK.

I await with baited breath your disclosure of this method of affecting the game (killing anyone or earning ISK) while cloaked.
Teckos Pech
Hogyoku
Goonswarm Federation
#9186 - 2017-04-12 23:43:26 UTC
Sonya Corvinus wrote:
Mike Voidstar wrote:
I await with baited breath your disclosure of the methods used to hunt a cloaked ship that does not willfully engage in risky behavior.

Your PvE-er has to not only watch local, but take appropriate actions before the hunter arrives and react accordingly once he does.

Your Cloaked guy just has to sit there and not bump into anything.


Cloaked ships have to take gates, they have to decloak at some point, and then they are vulnerable. A PvE-er in sov null can get away literally 100% of the time, no matter what. They can also earn ISK while doing this. A cloaked ship can't hurt anyone and can't earn ISK.

I await with baited breath your disclosure of this method of affecting the game (killing anyone or earning ISK) while cloaked.


No you can just take a covert ops jump bridge!

Wait, damn the cyno ship will have to take gates….uhhhmm….Cloaks aren’t stations!! Take that!

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#9187 - 2017-04-13 03:22:10 UTC  |  Edited by: Mike Voidstar
Sonya Corvinus wrote:
Mike Voidstar wrote:
I await with baited breath your disclosure of the methods used to hunt a cloaked ship that does not willfully engage in risky behavior.

Your PvE-er has to not only watch local, but take appropriate actions before the hunter arrives and react accordingly once he does.

Your Cloaked guy just has to sit there and not bump into anything.


Cloaked ships have to take gates, they have to decloak at some point, and then they are vulnerable. A PvE-er in sov null can get away literally 100% of the time, no matter what. They can also earn ISK while doing this. A cloaked ship can't hurt anyone and can't earn ISK.

I await with baited breath your disclosure of this method of affecting the game (killing anyone or earning ISK) while cloaked.



Wait... So you are back to claiming that local prevents you from being targeted or having any modules activated on you? Are you sure?

Or is it that an active and aware pilot saw you and decided to just leave rather than deal with you?


Yes, ships not using their cloaks, as happens when they take gates or decloak for some other reason, are no longer safe. That's their choice, and it's not something that can be influenced by anyone else.
Teckos Pech
Hogyoku
Goonswarm Federation
#9188 - 2017-04-13 05:12:45 UTC
Mike Voidstar wrote:



Wait... So you are back to claiming that local prevents you from being targeted or having any modules activated on you? Are you sure?


Of course Sonya is not implying that and you know full well. The claim is a ratter/miner/etc. watching local will evade the hunter every time.

Quote:
Or is it that an active and aware pilot saw you and decided to just leave rather than deal with you?


That is it with the advantage that local gives them.


Quote:
Yes, ships not using their cloaks, as happens when they take gates or decloak for some other reason, are no longer safe. That's their choice, and it's not something that can be influenced by anyone else.


As I said, your level of risk is your responsibility. To bad you denied this up and down in all the freighter ganking whine threads. Now suddenly it is a good thing. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Martin Corwin
Doomheim
#9189 - 2017-04-13 13:35:06 UTC
Mike Voidstar wrote:

There is no need for any special reload cycle on cloaks, they have one built in that is reduced on most cov-ops capable hulls.

That is obviously not the reload timer I'm writing about. It is also too short.

Quote:
Cloaks do require specific training to use, and work best on specialized hulls. I don't favor scanning them with casual effort from any generic ship. They should require equivalent effort to counter, which means combat compromised hulls, specialized equipment and specialized training.
"Casual scanning" is not a thing. Hunter/camper ships are usually small and/or have a high sensor strength, making them hard to scan down. Specialized hulls, equipment and implants need to be used and a whole array of skills needs to be trained for the usual scanning effort to be effective.
oiukhp Muvila
Doomheim
#9190 - 2017-04-16 10:29:12 UTC
umm...


Get rid of local, no more afk cloakers to see, so no more issue.
They aren't there if you can't see them. Blink

oh wait, they might be under the bed....




Mike Voidstar
Voidstar Free Flight Foundation
#9191 - 2017-04-16 19:36:53 UTC
Teckos Pech wrote:
Mike Voidstar wrote:



Wait... So you are back to claiming that local prevents you from being targeted or having any modules activated on you? Are you sure?


Of course Sonya is not implying that and you know full well. The claim is a ratter/miner/etc. watching local will evade the hunter every time.

Quote:
Or is it that an active and aware pilot saw you and decided to just leave rather than deal with you?


That is it with the advantage that local gives them.


Quote:
Yes, ships not using their cloaks, as happens when they take gates or decloak for some other reason, are no longer safe. That's their choice, and it's not something that can be influenced by anyone else.


As I said, your level of risk is your responsibility. To bad you denied this up and down in all the freighter ganking whine threads. Now suddenly it is a good thing. Roll



Point was, unlike a cloak, local only allows an active and aware pilot the opportunity to take action. Local provides no safety on it's own. The safety a cloak provides requires no action whatsoever on the part of the pilot and is infinitely effective.

The claim of local providing safety is a hollow, hyperbolic lie. The safety comes from the action of the pilot and is a result of constant vigilance from an active and aware pilot.

The claim of safety under a cloak is completely accurate, though it can be compromised at will by the pilot. To benefit from and maintain that safety requires nothing at all on the part of the pilot.
Sonya Corvinus
Grant Village
#9192 - 2017-04-16 20:07:15 UTC
Mike Voidstar wrote:
Point was, unlike a cloak, local only allows an active and aware pilot the opportunity to take action. Local provides no safety on it's own. The safety a cloak provides requires no action whatsoever on the part of the pilot and is infinitely effective.

The claim of local providing safety is a hollow, hyperbolic lie. The safety comes from the action of the pilot and is a result of constant vigilance from an active and aware pilot.

The claim of safety under a cloak is completely accurate, though it can be compromised at will by the pilot. To benefit from and maintain that safety requires nothing at all on the part of the pilot.


What's your point, given cloaked ships can't affect the game. You can't activate modules with a cloak, remember? No cloaked ship is a threat, only uncloaked ones.

We wouldn't be having this conversation if local didn't exist.
Teckos Pech
Hogyoku
Goonswarm Federation
#9193 - 2017-04-16 20:12:28 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:



Point was, unlike a cloak, local only allows an active and aware pilot the opportunity to take action. Local provides no safety on it's own. The safety a cloak provides requires no action whatsoever on the part of the pilot and is infinitely effective.

The claim of local providing safety is a hollow, hyperbolic lie. The safety comes from the action of the pilot and is a result of constant vigilance from an active and aware pilot.

The claim of safety under a cloak is completely accurate, though it can be compromised at will by the pilot. To benefit from and maintain that safety requires nothing at all on the part of the pilot.


Now who is drawing a false equivalency? Yes, you have to be active and watching local to obtain the benefits. No, you do not have to have the same thing with a cloak. There is a reason for that, the reason is quite simple. The ratter, miner, PI alt, etc. are all going to be gathering isk and/or resources and putting them into the game's economy. The guy sitting cloaked at safe is not irrespective of whether or not he is at the keyboard. This is a significant difference.

Local allows the ratter, miner, etc. to exploit the resources of his space with considerably reduced risk so long as he is watching local. The only way to bring in the specter of risk in to this situation is via AFK cloaky camping (note even this not real risk, hence the use of the term specter). Even an pilot who is active and in a cloaking ship does not cause the risk to go up in this situation. The ratter who is aware and watching local will simply warp to safety. There is no substantial risk in this scenario. Now the pilot who is not paying attention he is increasing his risk.

As for your last claim that is true if we set aside all the "setup costs". The training, the ship/module costs, getting through all the gates to get to the system he intends to camp, etc. If we simply assume that the AFK cloaker has magically appeared at his safe spot cloaked, then yes, there is a very high degree of safety.

Three points:

1. Why in the Hell did you let him get there? Seriously you go on about taking space and the effort of dozens even hundreds of players to take the space, but apparently you can't be arsed to try and stop these guys from getting through? Why aren't you out there camping gates? Setting up bubbles and cans, etc.

2. Yes, he is safe, but only so long as he does nothing. Cloaks are specifically to give the advantage of initiative to the pilots who fly ships with cloaks. And that benefit comes at the cost of DPS and tank.

3. Given 2, you need to find a solution to a cloaky camper in your system. A number of such solutions have been given, and it is not our problem you refuse to use them.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#9194 - 2017-04-18 05:04:18 UTC
1. There are always intersections of time and place where there is a lack of manpower, and that assumes that everything goes perfectly every time, forever. Perhaps he slid in at 3am, or perhaps he managed to find a good wormhole route. Maybe he has a spy in the corp and managed a bridge or to have intel on defensive weak points. Perhaps he is in a ship capable of making good use of the cloak/microwarp trick. You act as if navigating a path into enemy space is super hard---it's not. Staying there for a long period of time might be, assuming you are in a system with active defense, but getting there in the first place can be done even in decently defended areas and having a cloak means that you can stay there forever if you want to.

But even at that, if we are going to consider this 'setup cost' as a viable justification for safety, then surely all that space clearing and sov holding counts for something, not to mention the calls for methods to hunt cloaks that also involve some setup and preemptive action? I mean, if it's ok for one side to take a few trivial actions to aquire the future infinite safety of the cloak, then the same is true of others as well right? You would not want a ludicrously tilted playing field would you? Or is that OK so long as it only favors you?

2. This point falls through so long as Pods and Shuttles remain vulnerable. Just because he can't do much from where he is does not mean he is deserving of infinite safety while in space.

3. What is needed is a solution that isn't in the cloak user's control. Without his consent, without his actively opting into a more dangerous course of action, there is nothing you can do. The exact opposite is true of the PvE-er. For all your repeated claims of local providing security, it's just not true. Local at best provides opportunity for action, and without the action of the pilot then Local does nothing at all.
Teckos Pech
Hogyoku
Goonswarm Federation
#9195 - 2017-04-18 05:51:12 UTC
Mike Voidstar wrote:
1. There are always intersections of time and place where there is a lack of manpower, and that assumes that everything goes perfectly every time, forever. Perhaps he slid in at 3am, or perhaps he managed to find a good wormhole route. Maybe he has a spy in the corp and managed a bridge or to have intel on defensive weak points. Perhaps he is in a ship capable of making good use of the cloak/microwarp trick. You act as if navigating a path into enemy space is super hard---it's not. Staying there for a long period of time might be, assuming you are in a system with active defense, but getting there in the first place can be done even in decently defended areas and having a cloak means that you can stay there forever if you want to.

But even at that, if we are going to consider this 'setup cost' as a viable justification for safety, then surely all that space clearing and sov holding counts for something, not to mention the calls for methods to hunt cloaks that also involve some setup and preemptive action? I mean, if it's ok for one side to take a few trivial actions to aquire the future infinite safety of the cloak, then the same is true of others as well right? You would not want a ludicrously tilted playing field would you? Or is that OK so long as it only favors you?

2. This point falls through so long as Pods and Shuttles remain vulnerable. Just because he can't do much from where he is does not mean he is deserving of infinite safety while in space.

3. What is needed is a solution that isn't in the cloak user's control. Without his consent, without his actively opting into a more dangerous course of action, there is nothing you can do. The exact opposite is true of the PvE-er. For all your repeated claims of local providing security, it's just not true. Local at best provides opportunity for action, and without the action of the pilot then Local does nothing at all.


No Mike, my point was that you routinely ignore these "set up costs" because they do not suit your narrative. Even now you are trying to dismiss them as irrelevant. The justification for the degree of safety is for the degree of limitations it puts on a player who opts to maintain that degree of safety.

As for point 2 you completely missed the point. The point is the cloak gives the player the advantage of initiative at the expense of other features of combat ships such as DPS and tank. Comparing a combat ship to non-combat ships is...OMG a false equivalency.

If you rat in a group, or at least in a standing fleet you are taking back control. It is NOT our problem you completely cede ownership of your system to a single dude who is cloaked and most likely not at his keyboard.

BTW, I just ran through several systems with hostiles who have been there for days. I did my business in each system quickly and efficiently and fit my ships to give me the best chance of success. That is the difference between you and me. I don't see a hostile in local and start scrambling around for the pacifier.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Xcom
Eclipse Strike Unit
Jump On Contact..
#9196 - 2017-04-18 09:57:10 UTC  |  Edited by: Xcom
This is a link to the game balance panel.
youtube.com/watch?v=AkNHv7nEzGM&feature=youtu.be&t=1955
-Question was asked about active anti afk-cloaky camping.
-Answer was dodged by the devs with a solid confirmation that its not even being looked into and most likely is so far down there priority list that its not even in any plans they have for the future. Its basically tied to OA and that's stuff is way down the pipeline, most likely not in any of our lifetimes. Its kinda sad how they also joked getting this question repeatedly.

Its so sad that they are dodging this particular topic as if they are seriously scared of it. Smells like someone bribed them to bury it. CCP sitting on the fence on this topic just fuels the fire that alienates everyone on either side of the fence.

At least we now know that this is sadly more of a feature then an unintended mechanic that will be around for a long time to come.
Caleb Seremshur
Commando Guri
Guristas Pirates
#9197 - 2017-04-18 11:27:11 UTC
Since it has been about 2 years since this thread was started I have come to ask a couple of questions:
1. What natural counter modules does the Cloak have? Now, nearly every module in the game has a direct or indirect counter module: ECM has SEBO/ECCM, SEBO has damps, tracking computer has tracking disruptor, bombs now have DEFENDER MISSILES (previously the most worthless investment of SP imaginable). Combat probes have implants and ECCM to make you harder to scan (or cloak). Afterburner has webs and tangentially targetpainters/neuts, MWD has scrams and webs and neuting. So on, so forth. But what module directly counters the effects of a cloak? Infact when fitting a covops cloak you aren't even required to uncloak to warp so provided you can somehow remain bubble immune then you should be able to cloakywarp anywhere.

What *module* directly counters the covops cloak? At least the regular cloaks are balanced using a variety of rather draconian penalties but most significantly they must uncloak to speed up and warp. Even BLOPS can't warp cloaked as previously discussed.

2. Cynos. Cynos I think in the interest of balance should suffer from being classified as an 'aggressive' weapon and be forced to wait out decloak timers. This is 5s for a covops boat or up to 30s for a non-covops. Covertop Cyno already has the additional benefits of not appearing on local and having a VERY short cycle time so I don't think it should be exempt from this penalty. The covop cyno in particular is a 100% offensive module designed for hotdropping.

Why propose these fixes in this unread, dead thread that is a containment cesspool so the devs don't have to parse any more posts on this topic? Well I guess I'm saying so that at least the opinion was voiced at least once. When the hot death of the universe comes at least I will have said my (probably) final piece on cloaking as a weapon. I still stand by what I said at the start of this thread, but, I can't pretend that I don't think there are problems.
Xcom
Eclipse Strike Unit
Jump On Contact..
#9198 - 2017-04-18 11:47:19 UTC
@Caleb Seremshur this threads plagued by a very small and loud group that drowns any meaningful discussion on both sides of the stance. The issue is the actual decision making of CCP. They avoid anything unless its breaking the game directly and on a macro scale. Anything else flies even if its decremental to the overall gaming experience. They have a "don't fix what aint broke" mindset to an extent where even borderline exploits are abused to hell and back.

You won't get much of a meaningful discussion about this topic here sadly as most enjoy the trolling behaviour just trying to get the last word above the guy posting above. Even after you manage to come to an agreement over a particular point you find yourself back on the same topic after a while as people posting here are here to just post in a inflammatory remark just to scratch the itch they seam to have.

I would highly advice to not get into an argument with anyone in the thread as you might end up just going around in circles. It's a waste of everyone's time. Just find a way around the broken in-game mechanic instead of trying to find a solution to it. Neither CCP cares nor does anyone reading this thread, by now anyone who is affected by this mechanic sadly are forced to work around the problem.

TL.DR CCP is aware and they don't care.
Teckos Pech
Hogyoku
Goonswarm Federation
#9199 - 2017-04-18 17:28:06 UTC
Xcom wrote:
This is a link to the game balance panel.
youtube.com/watch?v=AkNHv7nEzGM&feature=youtu.be&t=1955
-Question was asked about active anti afk-cloaky camping.
-Answer was dodged by the devs with a solid confirmation that its not even being looked into and most likely is so far down there priority list that its not even in any plans they have for the future. Its basically tied to OA and that's stuff is way down the pipeline, most likely not in any of our lifetimes. Its kinda sad how they also joked getting this question repeatedly.

Its so sad that they are dodging this particular topic as if they are seriously scared of it. Smells like someone bribed them to bury it. CCP sitting on the fence on this topic just fuels the fire that alienates everyone on either side of the fence.

At least we now know that this is sadly more of a feature then an unintended mechanic that will be around for a long time to come.


Maybe the Devs don't see the problem you see. The issue is you want to increase your safety without any effort--i.e. you want CCP to increase your safety. That is antithetical to the game's core philosophy. You want increased safety? Well go out there and do what you need to achieve that, stop whining to CCP to do what you can do for yourself.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#9200 - 2017-04-18 17:32:24 UTC
Caleb Seremshur wrote:
Since it has been about 2 years since this thread was started I have come to ask a couple of questions:
1. What natural counter modules does the Cloak have? Now, nearly every module in the game has a direct or indirect counter module: ECM has SEBO/ECCM, SEBO has damps, tracking computer has tracking disruptor, bombs now have DEFENDER MISSILES (previously the most worthless investment of SP imaginable). Combat probes have implants and ECCM to make you harder to scan (or cloak). Afterburner has webs and tangentially targetpainters/neuts, MWD has scrams and webs and neuting. So on, so forth. But what module directly counters the effects of a cloak? Infact when fitting a covops cloak you aren't even required to uncloak to warp so provided you can somehow remain bubble immune then you should be able to cloakywarp anywhere.

What *module* directly counters the covops cloak? At least the regular cloaks are balanced using a variety of rather draconian penalties but most significantly they must uncloak to speed up and warp. Even BLOPS can't warp cloaked as previously discussed.

2. Cynos. Cynos I think in the interest of balance should suffer from being classified as an 'aggressive' weapon and be forced to wait out decloak timers. This is 5s for a covops boat or up to 30s for a non-covops. Covertop Cyno already has the additional benefits of not appearing on local and having a VERY short cycle time so I don't think it should be exempt from this penalty. The covop cyno in particular is a 100% offensive module designed for hotdropping.

Why propose these fixes in this unread, dead thread that is a containment cesspool so the devs don't have to parse any more posts on this topic? Well I guess I'm saying so that at least the opinion was voiced at least once. When the hot death of the universe comes at least I will have said my (probably) final piece on cloaking as a weapon. I still stand by what I said at the start of this thread, but, I can't pretend that I don't think there are problems.


Local is the counter to cloaks. Local will tell you they are there every single time, and if they are active and enter your system it will do so with advanced warning.

Oh, and not everything needs a direct counter. Covert ops cloaks are balanced in terms of the hulls that can fit them. In case you had not noticed they are not the most robust hulls in the game and their DPS is not particularly awesome either.

And as I noted in my response to Xcom, asking CCP for buffs to your safety is simply wrong when there are ways you can achieve that in game already.

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