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Why nothing is done with cyno mechanics?

Author
Ephemeron
Caldari Provisions
Caldari State
#1 - 2012-03-07 23:41:05 UTC
I notice that over last several months, CCP put some effort into improving actual gameplay. But they completely ignored all the cyno mechanics stuff

Why is it still acceptable to have disposable Kestrels that can light a cyno and let unlimited number of ships jump thru instantly

Why is it still possible to jump thru cyno instantly when it lights up? even 15 second delay would be enough to bring some level of balanc

Why is there still no way to prevent cyno activation on tactical level? no short range cyno jammers, no module at all to prevent the enemy from lighting up and channeling a fleet instantly

Cyno travel is supposed to be more strategic than tactical. And like everything else in the game, it's supposed to have some counters other than a system wide jammer that can only be installed by defending alliance. I can understand if the players fail to see the flaw of this design. But why can't the devs see it? How can CCP still not see after years of the problem getting worse and worse
Not asking for anything radical here, just some delay in jumping and some short range counter module. And maybe even up the cyno module requirements so Kestrels can't use them
Drake Draconis
Brutor Tribe
Minmatar Republic
#2 - 2012-03-07 23:54:01 UTC
Ephemeron wrote:
I notice that over last several months, CCP put some effort into improving actual gameplay. But they completely ignored all the cyno mechanics stuff

Why is it still acceptable to have disposable Kestrels that can light a cyno and let unlimited number of ships jump thru instantly

Why is it still possible to jump thru cyno instantly when it lights up? even 15 second delay would be enough to bring some level of balanc

Why is there still no way to prevent cyno activation on tactical level? no short range cyno jammers, no module at all to prevent the enemy from lighting up and channeling a fleet instantly

Cyno travel is supposed to be more strategic than tactical. And like everything else in the game, it's supposed to have some counters other than a system wide jammer that can only be installed by defending alliance. I can understand if the players fail to see the flaw of this design. But why can't the devs see it? How can CCP still not see after years of the problem getting worse and worse
Not asking for anything radical here, just some delay in jumping and some short range counter module. And maybe even up the cyno module requirements so Kestrels can't use them


I'd ask why is the above a problem?

I'm aware of a few issues...none of them listed in your post....and I keep hearing/seeing cyno ships get vaped and trust me...its a PITA when your on the other side of the damn cluster to get it replaced.

================ STOP THE EVEMAIL SPAM! https://forums.eveonline.com/default.aspx?g=posts&t=78152

Fon Revedhort
Monks of War
#3 - 2012-03-08 00:24:34 UTC
This is actually among the most pressing issues in my agenda, I suggest you check it out, m8.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Kitt JT
True North.
#4 - 2012-03-08 01:30:43 UTC
I completely agree. A 'spool up' timer on a cyno? 15 seconds would honestly be a good amount of time.

A bridge on top of a fleet would likely die.

A bridge off gird, but close (couple hundred thousand km) would give quick fleet (hacs?) just enough time to get there and pop it before ships start coming through.

A bridge a few AU out, would allow fast ceptors to get there, and have a small chance of popping a small ship.

A bridge many AU out already gives the fleet a lot of warning of incoming ships.

With a spool up timer, I don't think a small 'anti cyno' field is needed.

However, portable system wide one might not be bad-not sure to be honest.

I definately think it should be a little bit more dynamic though. Not many fleets fly around through gates any more :P
Katalci
Kismesis
#5 - 2012-03-08 02:55:02 UTC
Why would you think that any of this would be a good idea?
entroncas
Perkone
Caldari State
#6 - 2012-03-08 13:13:58 UTC
I think someone got hotdropped by a cyno kestrel.
Vertisce Soritenshi
The Scope
Gallente Federation
#7 - 2012-03-08 14:09:25 UTC
I think its worth a look into by CCP. Force projection is a big issue in EvE right now. This might help tone a bit of it down.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Tarsus Zateki
Viziam
Amarr Empire
#8 - 2012-03-08 22:32:13 UTC  |  Edited by: Tarsus Zateki
Cynos placed on ships made of paper maché and prayers function quite well. The ship dies to a single volley from my Tornado, for example, and thanks to server latency only a fraction of the enemy fleet manages to enter system, to be brutally butchered.

I can't support any proposition that makes it more difficult for our enemies to get into a fight with us.

You asked me once, what was in Room 101. I told you that you knew the answer already. Everyone knows it. The thing that is in Room 101 is the worst thing in the world.

Tanya Powers
Doomheim
#9 - 2012-03-09 00:41:07 UTC
Agreed except the cheapo ship thing.

Travel changes are in need of a much bigger overhaul than that, In fact I'd make it easier but also more risky.

A single ship like carrier/JF/Industrial command ships would be able to self jump without cyno at same distances than today but, here's the interesting thing, jump portal can't be re activated for 5min after jump and disrupt systems harmonics preventing any other jump capable ship to jump in to that system.

Fleets shouldn't be able to use this mechanic (the why harmonics crap stuff) and titan bridges should be completely removed.
Caps/sc's/titans fleets would only be able to fleet jump if they have a cyno and a Black OPs to set the bridge, the fact of using a fleet cyno would remove the jump portal and system harmonics penalty (thus enemi fleet can jump in and spank your ass)

-Increase solo mobility for expensive capital ships would be good for the game.
-Remove or make harder force projection by removing Titans bridge ability would sudenly give local small entities a much more important role, would bring Black Ops to fleets and make those and asset you must not loose if you commit your capital fleet in to a fight, Cyno capable Recons instead of Kestrels.


This is just an idea, nothing serious right?
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#10 - 2012-03-09 04:59:41 UTC
Look at all you babies crying.

Why is it fair to allow hundreds of sub cap ships to blob a gate and allow them all to jump in without some sort of traffic timer?

Why can massive sub cap blobs traverse mutiple systems in the space of a few minutes when they cry about capital jumping?

Why is it acceptable for sub caps to be built in hours when caps take weeks? If a Battleships can be built in 8 hours, caps should be built in less than 5 days.

Why is it acceptable for sub cap ships to require plain minerals to be produced and not have components like capital ships? Don't they have sub capital armor plates, sub capital propulsion engines and so on?

These are all questions that are on top of my priority list.




Personally, I say allow caps to jump without cynos to massive celestials. Remove cynos. Jump bridges will work the same way. No more precision dropping or jumping.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

CynoNet Two
GSF Logistics and Posting Reserves
Goonswarm Federation
#11 - 2012-03-09 21:55:36 UTC  |  Edited by: CynoNet Two
Balancing caps / hotdropping is p simple.

Give all caps a base spool-up time for their jump drive, eg:
Carrier/Dread: 5 seconds
Supercarrier: 20 seconds
Titan: 30 seconds

Then have different sizes of cynogen like guns (with appropriate fitting reqs) that modify the spool up time:

Small: 5x
Med: 3x
Large: 2x
XL: 1x

Voila. Now small disposable cyno ships force a longer spool-up for jumps and aren't as useful for hotdrops. Instead someone trying to hotdrop needs to risk a larger ship to reduce the delay.


edit: oh yeah this also adds scope for POS-based cynogens to have different spool-up modifiers depending on which level upgrade you install and how much you pay....
Bugsy VanHalen
Society of lost Souls
#12 - 2012-03-09 21:58:18 UTC
I think they should make it so rookie ships can not equip cyno's

it is way to easy to time a self destruct so the cyno is only up a few seconds. If this was not an exploit then why the 10 minute timer?

This would still be possible but not with a free ship.

all you need to put a cyno on a rookie ship is a aux power core. very low cost for a hot drop.
Ephemeron
Caldari Provisions
Caldari State
#13 - 2012-03-09 23:47:46 UTC
Asuka Solo wrote:
Look at all you babies crying.

Why is it fair to allow hundreds of sub cap ships to blob a gate and allow them all to jump in without some sort of traffic timer?
The answer to that lies in the fact that their jump direction is entirely predictable and easily scoutable. With a little effort you can know how big the force is on the other side, you can even get 10 second warning when they all start jumping before they actually appear in the other system. With cyno, there is no way to effectively scout incoming force. Unless you get lucky or use spies, you don't know who's jumping it, where they coming from, and how many there are.

Asuka Solo wrote:
Why can massive sub cap blobs traverse mutiple systems in the space of a few minutes when they cry about capital jumping?
Smaller ships are supposed to travel faster than large ones. With cyno mechanics, the cap ships travel much faster than even interceptors. That isn't right.

Asuka Solo wrote:
Why is it acceptable for sub caps to be built in hours when caps take weeks? If a Battleships can be built in 8 hours, caps should be built in less than 5 days.

Why is it acceptable for sub cap ships to require plain minerals to be produced and not have components like capital ships? Don't they have sub capital armor plates, sub capital propulsion engines and so on?
That has nothing to do with cyno mechanics.

Asuka Solo wrote:
Personally, I say allow caps to jump without cynos to massive celestials. Remove cynos. Jump bridges will work the same way. No more precision dropping or jumping.
While that is an interesting idea, it's too radical to be considered as a "fix" and should be proposed separately
Wolodymyr
Breaking Ambitions
#14 - 2012-03-11 09:35:26 UTC
I am just waiting for the AFK cloaking tears to show up.

Basically if you add a 15-30 second spool up time on jumping into a cyno then whenever you get hot dropped by a lone dude with s scram + web + cyno then there is s slight chance that you could pop him and live.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#15 - 2012-03-17 06:11:11 UTC
Ephemeron wrote:
Asuka Solo wrote:
Look at all you babies crying.

Why is it fair to allow hundreds of sub cap ships to blob a gate and allow them all to jump in without some sort of traffic timer?
The answer to that lies in the fact that their jump direction is entirely predictable and easily scoutable. With a little effort you can know how big the force is on the other side, you can even get 10 second warning when they all start jumping before they actually appear in the other system. With cyno, there is no way to effectively scout incoming force. Unless you get lucky or use spies, you don't know who's jumping it, where they coming from, and how many there are.

Asuka Solo wrote:
Why can massive sub cap blobs traverse mutiple systems in the space of a few minutes when they cry about capital jumping?
Smaller ships are supposed to travel faster than large ones. With cyno mechanics, the cap ships travel much faster than even interceptors. That isn't right.

Asuka Solo wrote:
Why is it acceptable for sub caps to be built in hours when caps take weeks? If a Battleships can be built in 8 hours, caps should be built in less than 5 days.

Why is it acceptable for sub cap ships to require plain minerals to be produced and not have components like capital ships? Don't they have sub capital armor plates, sub capital propulsion engines and so on?
That has nothing to do with cyno mechanics.

Asuka Solo wrote:
Personally, I say allow caps to jump without cynos to massive celestials. Remove cynos. Jump bridges will work the same way. No more precision dropping or jumping.
While that is an interesting idea, it's too radical to be considered as a "fix" and should be proposed separately


Eve is cold. Scouting enemy forces is for babies in empire. Real men run into fights blind.

Its called force projection. Working as intended. Bring a bigger gang or deal with it.

Your there for PvP to begin with... why would you need a warning that more PvP is coming your way? So you can run away?

Cap ships jumping massive distances is perfectly acceptable, simply because we take hours to align and warp and we can't jump by ourselves. We can't use gates, we can't really target you fast enough to be a threat even if we jump right on top of you. Infact, you probably have a full minute or more to gtfo if you get dropped. So I really dont see your problem.

You all enjoy telling hulk pilots to align if they dont want to get popped... maybe sub cap gangs need to stay aligned during a pvp fight so that the moment they see a cyno, they can warp off or get owned.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Jalmari Huitsikko
Avanto
Hole Control
#16 - 2012-03-18 10:56:03 UTC  |  Edited by: Jalmari Huitsikko
Katalci wrote:
Why would you think that any of this would be a good idea?


because it actually is

cynos are currently one goddamn problem when you try to fly close range ships like gallente for example. or armor tanked ships.

and the instant hotdrop fleet/supercap whatever doesn't just feel right.

sure you have option to always fly kiting ships with falcons and so on gay setups but really, cynos are fine??? hahhah.

activating (non-covops) cyno on grid with enemy gang in any subcap should be nearly suicidal tbh.

not that it would be enough with these instant travel jump bridges either.

Y U WHY NOT GET BACK TO REAL FIGHTS INSTEAD OF BLUEBALLING THE POOP OUT OF A SINGLE DRAKE
Bill Lane
Strategic Insanity
FUBAR.
#17 - 2012-03-19 06:19:39 UTC  |  Edited by: Bill Lane
Asuka Solo wrote:


Eve is cold. Scouting enemy forces is for babies in empire. Real men run into fights blind.

Its called force projection. Working as intended. Bring a bigger gang or deal with it.

Your there for PvP to begin with... why would you need a warning that more PvP is coming your way? So you can run away?

Cap ships jumping massive distances is perfectly acceptable, simply because we take hours to align and warp and we can't jump by ourselves. We can't use gates, we can't really target you fast enough to be a threat even if we jump right on top of you. Infact, you probably have a full minute or more to gtfo if you get dropped. So I really dont see your problem.

You all enjoy telling hulk pilots to align if they dont want to get popped... maybe sub cap gangs need to stay aligned during a pvp fight so that the moment they see a cyno, they can warp off or get owned.



Bingo. The PVP group of the game as a whole is the biggest group of whiners/crybabies in the game. Obviously not all of you, but a good majority. How about you keep your big mouths shut for once and practice what you preach? Like stated above, you like to tell the hulk pilots what they should be doing, but you are too stupid to do it? And then come to the forums and cry about how you got popped and think the game mechanics need to be changed?

You complainers/crybabies out there should probably just STFU unless you have a legitimate complaint/idea for fixing things.

Hell yes cap ships should hotdrop and travel large distances faster than the fleet, but it requires a "team" effort to get them there (even if it is an alt) since they need a cyno.

+1 to the idea of having caps be able to jump to celestials at the same distance as a cyno. I'd leave the cyno in-game though for more options. Lighting a cyno IS more risky, since you put up a beacon that says "LOOK HERE WE ARE!!!! \o/ RIGHT HERE! COME ON!"

I realize maybe the rant above was slightly unnecessary but I'm just tired of all the b****ing and complaining from people who can only think of one way to fix it: nerf the hell out of everything that they don't use because someone else has an advantage. Someone else will ALWAYS have an advantage someway or another, so deal with it.

Keep the ideas coming though, some neat things being tossed around. Keep it positive and let's move forward instead of falling backwards nerfing crap. Thanks

Oh and Ephemeron, the b****ing and complaining bit was not directed at you sir. Just seems to be everywhere. You bring up some good questions, and i like the idea of the jump drive spool timers and mobile cyno-jammers.
Tiger's Spirit
Templars of the Shadows
#18 - 2012-03-19 07:00:44 UTC
entroncas wrote:
I think someone got hotdropped by a cyno kestrel.


Kestrel ? Dont be stupid, a cynonoobship enough there. So ridiculous this cyno mechanic. Insta travel, no risk for cynocharacter because not need clone, not need expensive ship just a noobship etc.

It's time to change this.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#19 - 2012-03-19 14:44:55 UTC
Kitt JT wrote:
I completely agree. A 'spool up' timer on a cyno? 15 seconds would honestly be a good amount of time.

A bridge on top of a fleet would likely die.

A bridge off gird, but close (couple hundred thousand km) would give quick fleet (hacs?) just enough time to get there and pop it before ships start coming through.

A bridge a few AU out, would allow fast ceptors to get there, and have a small chance of popping a small ship.

A bridge many AU out already gives the fleet a lot of warning of incoming ships.

With a spool up timer, I don't think a small 'anti cyno' field is needed.

However, portable system wide one might not be bad-not sure to be honest.

I definately think it should be a little bit more dynamic though. Not many fleets fly around through gates any more :P


You look like you could be my long-lost brother Shocked

This is a good rational argument for a short delay between lighting a cyno and being able to jump. Just those few seconds' delay make all the difference in the world tactically.

And for those who would complain about having to do it this way: adapt or die. Isn't that what you tell other people?

Founding member of the Belligerent Undesirables movement.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#20 - 2012-03-19 16:27:13 UTC
Jalmari Huitsikko wrote:
Katalci wrote:
Why would you think that any of this would be a good idea?


because it actually is

cynos are currently one goddamn problem when you try to fly close range ships like gallente for example. or armor tanked ships.


No cynos are not.

We should not suffer or even entertain the stupid idea of making sub caps safe from hot dropping by PvP hungry caps or bridge gangs!

If you want sub caps safe from hotdrops, move to high-sec.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

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