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Player Features and Ideas Discussion

 
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Cynojammer module

First post First post
Author
Justitia McKingston
#121 - 2012-09-27 07:54:16 UTC
Quote:
stop posting.


erm... no.

Quote:
your idea sucks because it produces too much hassle around something which should be easy.

In your opinion. Not in mine.

Quote:
This would completely **** reinforcing sov battles


Completely? .. describe it.
Lord Zim
Gallente Federation
#122 - 2012-09-27 08:08:14 UTC
What sort of distance around the ship using the jammer module would this jammer field extrude?

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

RIP Vile Rat

Justitia McKingston
#123 - 2012-09-27 09:04:35 UTC
Its not a Jammingfield. Its like the Warpdirupter/scrambler but just for Cynos. I think 20 km is a good Range but could be also just 15 or 10 maybe.
Lord Zim
Gallente Federation
#124 - 2012-09-27 09:07:00 UTC
So in other words, it'll be small enough as to not matter one whit against the hotdrops of today? Okay, then.

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

RIP Vile Rat

Ryshca
Viziam
Amarr Empire
#125 - 2012-09-27 09:41:12 UTC  |  Edited by: Ryshca
20km makes it indeed next to useless. You might need another ship to bubble them, but you hotdrop and still can instantly **** your victims, 20km is even in scrambler range.

PS: What happened to the eve forum, i can't even write "r a p e" without censoring? I feel like i would play a kids game like wow....
Justitia McKingston
#126 - 2012-09-27 09:51:26 UTC
Quote:
20km makes it indeed next to useless.


I dont think so. 20 Km seems perfect. With overheating (+30%) it is exactly the same as the Disruptor range.

Quote:
You might need another ship to bubble them, but you hotdrop and still can instantly


Yes .. teamwork. You need Teamwork and more ships. Minimum 2 in your example but if you want to get sure maybe some more.

Quote:
20km is even in scrambler range.


Scramrange? With a special Ship yes but not that standard scram. And if you use the Deadspace stuff so there is also room for faction/deadspace/officer versions of the Cynojammer/disruptor with sightly more range.



Lord Zim
Gallente Federation
#127 - 2012-09-27 09:54:37 UTC
Justitia McKingston wrote:
Quote:
20km makes it indeed next to useless.


I dont think so. 20 Km seems perfect. With overheating (+30%) it is exactly the same as the Disruptor range.

You might not think so, but you'd be wrong. It's next to useless. The time most people spend going "oh ****" if they're not prepared is more than enough for a prepared foe to do whatever is necessary to pin you down, just like today.

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

RIP Vile Rat

Ryshca
Viziam
Amarr Empire
#128 - 2012-09-27 10:07:39 UTC
Justitia McKingston wrote:

Scramrange? With a special Ship yes but not that standard scram. And if you use the Deadspace stuff so there is also room for faction/deadspace/officer versions of the Cynojammer/disruptor with sightly more range.


scrambler range means 24km with t2 warp disruptor, so it is over the 20km cyno-jammer. Special ship got even higher range.


Justitia McKingston wrote:

Yes .. teamwork. You need Teamwork and more ships. Minimum 2 in your example but if you want to get sure maybe some more.


But still with 20km it changes next to nothing. You can still bubble with a dictor, mwd out of 20km cyno up hotdrop. Or take gallente recon with a scramblerange of 48km. In these cases it remains a solo cyno bait.
Justitia McKingston
#129 - 2012-09-27 10:12:26 UTC  |  Edited by: Justitia McKingston
You may be right but to pin down and open the cyno without a risk of beeing hit by the cynojammer you need at minimum 2 ships. thats 100% more than now.

I dont think that the cyno mechanics has to be completley redesigned. They are fine but some little things on it need some adjustment.

I thought about how it could be adjusted without much work for the developer and such a new Module seems to be a easy way. This is a module that is missing in the Electronic warfare group in my opinion.

Edit:
Quote:
scrambler range means 24km with t2 warp disruptor

This is confusing. In my understanding scrambling != disrupting.
And to T2 / faction / Deadspace / Officer mods see my Post above.
Mark Hadden
Imperial Academy
Amarr Empire
#130 - 2012-09-27 10:20:13 UTC  |  Edited by: ISD Praetoxx
Content Removed

Please post constructively and avoid flaming. If you have nothing constructive to add, then add nothing Blink
- ISD Praetoxx
Ryshca
Viziam
Amarr Empire
#131 - 2012-09-27 10:33:34 UTC
Quote:
scrambler range means 24km with t2 warp disruptor

This is confusing. In my understanding scrambling != disrupting.
And to T2 / faction / Deadspace / Officer mods see my Post above.[/quote]

You (warp)srcamble your target, it is pointless if it happens by a warp scrambler or warp disruptor. But indeed warp scrambler disables your mwd aswell and got a higher scramble-strength, so these moduels are not equal.

http://wiki.eveonline.com/en/wiki/Warp_scrambled

PS: To your faction/deadspace/officer mods, ccp doesn't bring out these versions for new modules. They could be released to a later time, but ccp want to see how new modules do before they release even stronger versions of it. So don't count them in, there are many modules without faction/deadspace/offier versions.
Mark Hadden
Imperial Academy
Amarr Empire
#132 - 2012-09-27 10:34:05 UTC
in this thread the last 3 pages dont add anything constructive
Mars Theran
Foreign Interloper
#133 - 2012-09-27 10:35:48 UTC
The reason it would be an issue to have a counter module is as simple as looking at Nullsec. Their fleet battles make use of cynos on both sides, and to some extent rely on them. A cyno jammer module would give players the ability to inhibit that ability, and would thus take away from gameplay.

I don't see any need for a reason beyond that.

On the other hand, I can see the possibility of a cyno jammer module being a realistic addition to the game. There is no reason why it wouldn't work, and be quite effective at preventing cyno. It's really no different than jamming a communication channel. All a Cyno really does, is create an enlarged signature for ships to lock on to so they can initiate a safe and accurate jump.

So a cyno jammer would simply disrupt that signature using counter harmonics to physically disrupt it. As an AOE effect it would require more power than the Cyno was using, and would also likely have similar limitations with respect to the countering ship.

Whatever the case, it seems a bit silly to be arguing this. The point is, it is a means to provide direct combat support, or move ships around potential hazards, rather than through them. Even a means to greatly reduce the distance required to make a trip, by avoiding the long route through physical gates that is available, yet undesirable.

The only one of those that would really be affected by the introduction of such a module, would be the first one. In Lowsec, that might seem beneficial to some, but in other places it would be a problem.

Reduction of the ability of players to provide more effective combat solutions and a wider range of tactics and deployment strategies is not necessarily a good thing.
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Nikk Narrel
Moonlit Bonsai
#134 - 2012-09-27 13:48:05 UTC
Wait - wait.... I got an idea.

Let's work a compromise to this idea.

You can have your limited cyno jammer.

Cyno Disrupter module: A deployable unit creates an perpetually collapsing unstable self cascading wormhole that leads nowhere. The only benefit of this device is that it blocks other cynosural fields from being opened on the same grid, due to the perpetually collapsing effect radiating out over the local grid.
NOTE: This creates a Cynosural Beacon as a warpable point on the overview, exactly like a normal cynosural field.

Requires an anchoring skill to place one of these portable units. I am thinking skill of 5.

Balance dependent aspect: Cannot be anchored on grid with station or system gate.
(Leaving that up to the devs)

The unit would place a beacon on the overview for anyone to see, that something was happening at the place where it was.

Sure, noone can hot drop onto that grid, but now everyone in the system instantly knows where to find you, and they can still bridge into the system outside that range.
Astroniomix
School of Applied Knowledge
Caldari State
#135 - 2012-09-27 16:00:39 UTC
Nikk Narrel wrote:
Wait - wait.... I got an idea.

Let's work a compromise to this idea.

You can have your limited cyno jammer.

Cyno Disrupter module: A deployable unit creates an perpetually collapsing unstable self cascading wormhole that leads nowhere. The only benefit of this device is that it blocks other cynosural fields from being opened on the same grid, due to the perpetually collapsing effect radiating out over the local grid.
NOTE: This creates a Cynosural Beacon as a warpable point on the overview, exactly like a normal cynosural field.

Requires an anchoring skill to place one of these portable units. I am thinking skill of 5.

Balance dependent aspect: Cannot be anchored on grid with station or system gate.
(Leaving that up to the devs)

The unit would place a beacon on the overview for anyone to see, that something was happening at the place where it was.

Sure, noone can hot drop onto that grid, but now everyone in the system instantly knows where to find you, and they can still bridge into the system outside that range.

It should also take a minute to anchor.

And it shouldn't be able to interrupt a cyno in progress so that people can't use it to keep their cyno ships safe(er).
Nikk Narrel
Moonlit Bonsai
#136 - 2012-09-27 17:55:46 UTC
Astroniomix wrote:
Nikk Narrel wrote:
Wait - wait.... I got an idea.

Let's work a compromise to this idea.

You can have your limited cyno jammer.

Cyno Disrupter module: A deployable unit creates an perpetually collapsing unstable self cascading wormhole that leads nowhere. The only benefit of this device is that it blocks other cynosural fields from being opened on the same grid, due to the perpetually collapsing effect radiating out over the local grid.
NOTE: This creates a Cynosural Beacon as a warpable point on the overview, exactly like a normal cynosural field.

Requires an anchoring skill to place one of these portable units. I am thinking skill of 5.

Balance dependent aspect: Cannot be anchored on grid with station or system gate.
(Leaving that up to the devs)

The unit would place a beacon on the overview for anyone to see, that something was happening at the place where it was.

Sure, noone can hot drop onto that grid, but now everyone in the system instantly knows where to find you, and they can still bridge into the system outside that range.

It should also take a minute to anchor.

And it shouldn't be able to interrupt a cyno in progress so that people can't use it to keep their cyno ships safe(er).

100% agree on both details.

I would go so far as to say these are already implied, but sometimes it needs to be spelled out like this too.
Gray DeathStalker
DarkShadow Faction
Beyond Redemption.
#137 - 2012-09-30 00:09:27 UTC
I think there definitely needs to be some sort of defense for cap fleets against hot drops right on top of you. Its too easy for a cloaky cyno ship to enter system and warp right on top of you,uncloak and light a cyno. Yes you can pop the cyno,but you can't even lock it fast enough to prevent the hot drop. When you have Capitals in out you should be able to protect a small area around them from a cyno being lite and being hot drop. My solution is a new module,either for a specific sub capital ship or a module just a capital can fit. It should take alot of power and have a cycle,but the range should be atleast a minimum of 60km with a max with skills of 100km. It should block all incoming cyno activity,but you should still be able to cyno out of the field,except for the ship that actually has the field active. That way if another cap fleets hot drops the 1st cap fleet has some sort of chance at deciding to fight or escaping which right now there isn't,but the actually ship that has the field active is pretty much the consolation prize as its stuck until the cycle is over. Its basically the same concept of a cyno ship,it can't move or warp or cyno out until the cycle is over. The whole point is to have some sort of protection against being hot dropped right on top of you. At 60 to 100km the hot dropping fleet still has a chance at pointing you as the can hot drop as close as possible and try to point before you can leave via warpping out or cyno,or they can hot drop 150km away and have a warp to point inside the anti-cyno field as the field only stops cyno from being light. Again even inside the field you can cyno out as that cyno field would be in another system and so not effected. The anti-cyno field only prevents cyno from becoming active within the field. A cyno is basically a man made warm hole and that field just prevents it from opening.
Mark Hadden
Imperial Academy
Amarr Empire
#138 - 2012-09-30 01:08:06 UTC
no, you should not have such modules for blocking hotdrops.
Capitals at risk is a good thing.
Lord Zim
Gallente Federation
#139 - 2012-09-30 01:26:22 UTC  |  Edited by: Lord Zim
Gray DeathStalker wrote:
I think there definitely needs to be some sort of defense for cap fleets against hot drops right on top of you.

There is one, it's called a "cyno jammer" and is anchored at a POS. This requires SOV.

Gray DeathStalker wrote:
When you have Capitals in out you should be able to protect a small area around them from a cyno being lite and being hot drop.

There are tons of alternatives to how to deal with this.

1) cynojammer at a POS; requires SOV
2) Instacanes to pop cynoship
3) More capitals to escalate further.
4) subcapitals to kill dictors to and allow you to extract the capitals before too heavy losses occur

Or, if you've ****** up and don't have any of the aforementioned steps (or they all fail), there's always:

5) Die in a fire.

Capitals are things you don't throw around willy-nilly, and when you do they need to be properly protected. If they aren't, you deserve to lose them. Hope this helps.

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

RIP Vile Rat

Justitia McKingston
#140 - 2012-10-02 10:03:34 UTC  |  Edited by: Justitia McKingston
Quote:
The reason it would be an issue to have a counter module is as simple as looking at Nullsec. Their fleet battles make use of cynos on both sides, and to some extent rely on them. A cyno jammer module would give players the ability to inhibit that ability, and would thus take away from gameplay.


The cynojammer i described would not prevent you completley. I dont understand people complaining about something that would never happen. I mean.. the Warpdisruptor isnt blocking everyone in the whole System, too. So why should a Cynojammer with a short and limited Range completley prohibit hotrops? The only thing this Jammer would change, is the actual tactics.

Quote:
Reduction of the ability of players to provide more effective combat solutions and a wider range of tactics and deployment strategies is not necessarily a good thing.


You do not remove anything and you do not reduce the ability to hotdop a enemy fleet very much. The only thing that this could prevent effective is the single cheap cynoship tactic.

Quote:
Capitals are things you don't throw around willy-nilly, and when you do they need to be properly protected. If they aren't, you deserve to lose them. Hope this helps.


Yes you are right. A possible solution could be to have some very fast interceptors with that Module that are orbiting the Caps to increase the effective blocking/intercepting Range.
This would give the Caps time to react and the defending Subcap fleet to get into Position.