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Cyno jamming cruiser

Author
King Rothgar
Deadly Solutions
#21 - 2013-01-10 22:43:34 UTC
I support a cyno jamming ship of some sort. It should block cyno's on grid or at an extended range (250km for instance) and should be fairly tanky. It should not have much dps or additional support capability. A new t2 BC would be fine but I would also support a new HIC infini point script/module.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Nikk Narrel
Moonlit Bonsai
#22 - 2013-01-10 22:53:17 UTC
It strikes me as odd that the interest in hot dropping being avoidable is somehow ok with the concept of effort.

You could flat out eliminate it entirely by one of two methods.

Put local into delayed mode, but this would require effort from everyone to know intel.
Still, Hot Dropping as well as AFK cloaking would vanish effectively.

Remember, hot dropping only has value as a counter to local. It is about the only way to move a fleet without giving targets more than enough warning to get safe with trivial effort.

Method two, and this would obviously have strings attached to be balanced. In all likelihood it would be done together with method one, and force abolish hot dropping.
This method is simply make all cynos run for thirty seconds before they can be used to jump or bridge. Call it the time it takes to establish and stabilize the connection.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#23 - 2013-01-10 22:58:54 UTC

Sigras wrote:

2.) Jamming out an entire grid is pretty harsh.... and that may be too much. I'd prefer a more limited range, like a 50-100 km radius sphere.


maybe 200 km? so youre out of warp disruption range of a lachesis with loki bonus?


A Faction fit Arazu has a 72 km pt before Warfare Link Bonuses. And links only push it out to 90ish.... Frankly, I think having someone decloak an arazu, pt from 70ish km's, bridge in the backup, and gank your anti-cyno ship is exactly the type of danger it should have to face... and I think that's a pretty good reason to limit the range to 50-60 km's. At the same time, logistics reps have a 72 km range.... which is the only reason I thought pushing it out to 80ish is a good idea...

From a pragmatic use scenario... when an opponent cyno's onto field, you want them beyond rep range, but closer than warp range.... this basically means there will be two separate fleets, and allows you to finish one off before engaging the other, etc...


Sigras wrote:
3.) The order of precedence needs to be established. If I light a cyno, it should be to late for you to prevent it bridging to it... In other words, you need to preemptively act to prevent a cyno, not "react" to prevent a bridge to an already lit cyno.
Agreed . . . the field should prevent cynos from going up but not affect any cynos currently up.

It would be cool, however, to script the module to prevent ships from coming through open cynos if you targeted it, like the script on the warp disruption field generator.

So you can have the script in and target the ship launching the cyno to prevent anyone from coming through it, so you would need 2 to completely lock down a grid once a cyno is up.



I'm against the scripted module.... I think that creates too much abuse and problems.... you either prevent the cyno, or you deal with the bridge by blowing up the cyno ship!
Also, need to add a fifth caveat:

5.) The module cannot be activated while inside a POS shield!!! And your ship is "prevented" from entering a POS force field while the cyno disruption field is active.
jamesoverlord
Black Layer Syndicate
Pan-Intergalatic Business Community
#24 - 2013-01-10 23:14:41 UTC
there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form.
Veronica Kerrigan
Surgically Constructed L Feminist
#25 - 2013-01-11 00:02:22 UTC
Titan bridging is one aspect, though I personally thought of the cyno jammer as being in a sort of seige mode. Same movement restrictions, so it anchors your gang to it, if they want to keep the field up. 2 minute cycle time gives an enemy fleet that bridged in time to catch the jamming ship, but because they are offgrid the rest can get away. It also gives most sub cap gangs the ability to completely avoid capital escalation, like a triage jumping in an turning a fight instantly. In capital fights, it gives you a slight advantage, giving you just a few more moments until the enemy caps get on field.
Mary Annabelle
Moonlit Bonsai
#26 - 2013-01-11 03:03:45 UTC
jamesoverlord wrote:
there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form.

Yeah right.

You may have heard of this happening. You may have even seen it first hand.

But at what point does it make sense that 5 players in your hurricane roam get to tell 60 players that they have to play according to your rules? That is what you described.

A few players telling many how to play, and it is fine.

I guess you like telling that hot dropper he doesn't get to bring his friends, following your logic. That way, your superior numbers wins, while his are stuck safely far away.
Null sec, who knew these rules before?

Back to reality. Those carebears are gonna exploit the beans outta this, don't kid yourself.
Veronica Kerrigan
Surgically Constructed L Feminist
#27 - 2013-01-11 05:30:41 UTC  |  Edited by: Veronica Kerrigan
Mary Annabelle wrote:
jamesoverlord wrote:
there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form.

Yeah right.

You may have heard of this happening. You may have even seen it first hand.

But at what point does it make sense that 5 players in your hurricane roam get to tell 60 players that they have to play according to your rules? That is what you described.

A few players telling many how to play, and it is fine.

I guess you like telling that hot dropper he doesn't get to bring his friends, following your logic. That way, your superior numbers wins, while his are stuck safely far away.
Null sec, who knew these rules before?

Back to reality. Those carebears are gonna exploit the beans outta this, don't kid yourself.

It provides protection from a far superior force coming in near instantly, or any size force coming in instantly. The hotdropper can still bring his friends, but he has to bring them in off the grid, then warp in. Much like an interdictor still allows you to warp, but you have to go a certain distance away before you can resume normal activity.

Edit: Also, how are carebears going to exploit this other than gaining a few precious seconds before they are mercilessly slaughtered?
jamesoverlord
Black Layer Syndicate
Pan-Intergalatic Business Community
#28 - 2013-01-11 08:02:22 UTC  |  Edited by: jamesoverlord
Mary Annabelle wrote:
jamesoverlord wrote:
there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form.

Yeah right.

You may have heard of this happening. You may have even seen it first hand.

But at what point does it make sense that 5 players in your hurricane roam get to tell 60 players that they have to play according to your rules? That is what you described.

A few players telling many how to play, and it is fine.

I guess you like telling that hot dropper he doesn't get to bring his friends, following your logic. That way, your superior numbers wins, while his are stuck safely far away.
Null sec, who knew these rules before?

Back to reality. Those carebears are gonna exploit the beans outta this, don't kid yourself.



i have seen it i have done it and i don't like how you can just gank people from it i believe in roaming and having a counter for this like a cyno jamming ship is the perfect balance would you rather ccp nerf the hell out of the bridge or take it away completely no so why not an idea like this or is it the effort you have to put in to actual go off grid or cyno in system to get your fleet in. Titan huggers just lazy and don't like to fight a decent even playing field sorry but no risk pvpers are cowards to be honest .
nikon56
UnSkilleD Inc.
#29 - 2013-01-11 09:42:21 UTC
Nikk Narrel wrote:

This method is simply make all cynos run for thirty seconds before they can be used to jump or bridge. Call it the time it takes to establish and stabilize the connection.

mmm i like that, this by itself could be the counter to "abusive" cyno, i suggest the timer being adapted to the ship lighting it up, like a frig need 5s, a cruiser 10, a bc 15 etc...

of course, covert cyno remain untouched, and recon are not requiring this warmup,in completion to their already reduced cyno cycle.

timing to be fine tuned for balancing purposes indeed
nikon56
UnSkilleD Inc.
#30 - 2013-01-11 09:51:36 UTC
Mary Annabelle wrote:
jamesoverlord wrote:
there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form.

Yeah right.

You may have heard of this happening. You may have even seen it first hand.

But at what point does it make sense that 5 players in your hurricane roam get to tell 60 players that they have to play according to your rules? That is what you described.

A few players telling many how to play, and it is fine.

I guess you like telling that hot dropper he doesn't get to bring his friends, following your logic. That way, your superior numbers wins, while his are stuck safely far away.
Null sec, who knew these rules before?

Back to reality. Those carebears are gonna exploit the beans outta this, don't kid yourself.


i see your point, and it make sense.

yes; eve is not fair, that's it.

i propose a solution.

don't touch anything but one point.

whatever happen (cyno destroyed or regular bridge closing), when the bridge is closed, the titan jumps in (not at starting, he will be the last on field).

so if you bridge, you have to be commited to the fight, you want to **** a 5 cane gank with your 20+ strat and triage archon? ok, so having your titan on field for 2 minutes is nobig deal then, the canes are dead anyway....
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#31 - 2013-01-11 10:01:08 UTC
I'm sorry, all I read was "Im space poor with an affinity for big gangs of small ships that hug gates looking for easy kills, but I don't like getting killed just as easily by bigger gangs than I can field! Fix it CCP!"

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

jamesoverlord
Black Layer Syndicate
Pan-Intergalatic Business Community
#32 - 2013-01-11 10:23:43 UTC  |  Edited by: jamesoverlord
Asuka Solo wrote:
I'm sorry, all I read was "Im space poor with an affinity for big gangs of small ships that hug gates looking for easy kills, but I don't like getting killed just as easily by bigger gangs than I can field! Fix it CCP!"



haha not at all i am not poor and clearly you use a titan that much you forgot what roaming is let me clear this up for you. you get a fleet together and you set a destination to where you want to go to and back from you fly up to a gate and press the jump button not sit there and camp it you keep moving hopeing to find another roaming fleet or gate camp to kill but of course you wouldn't know that because your a titan hugging coward

anyway carrying on with the threads intention more good ideas are sufacing this ship is the perfect fix to bring back roaming gangs and stopping the cowards just ganking or blobing in however i do like the bridge idea where the titan has to jump in after the bridge cycle.
nikon56
UnSkilleD Inc.
#33 - 2013-01-11 10:28:33 UTC  |  Edited by: nikon56
jamesoverlord wrote:
Asuka Solo wrote:
I'm sorry, all I read was "Im space poor with an affinity for big gangs of small ships that hug gates looking for easy kills, but I don't like getting killed just as easily by bigger gangs than I can field! Fix it CCP!"



haha not at all i am not poor and clearly you use a titan that much you forgot what roaming is let me clear this up for you. you get a fleet together and you set a destination to where you want to go to and back from you fly up to a gate and press the jump button not sit there and camp it you keep moving hopeing to find another roaming fleet or gate camp to kill but of course you wouldn't know that because your a titan hugging coward

anyway carrying on with the threads intention more good ideas are sufacing this ship is the perfect fix to bring back roaming gangs i do like the bridge idea where the titan has to jump in after the bridge cycle tho.

why not?

if you use it to bring an overwhelming force to kill 5 BC (wich is lame imao) what trouble could you encounter that you couldn't deal with? you already have an overwelming force on the field anyway, plus by that time, the cyno is still active, so nothing prevent you to escalate in case of trouble.

actually, half of the titans are just pos modules for bridging anyway

actually the bridge mechanic is flawed because unless you screw up when bridging, the titan is at no risk at all.

all the other combat assets that involve in a fight in eve are put at risk, but the titans (and black ops), ALL of them.

this is by design, don't fly what you can't afford to loose, this shall apply to titans too, as long as they take ANY part in combat situation.

and bridging a fleet to fight shall not be an exception.

we can of course argue about when and how the titan is brought, but imao, it shall end up on the field.

or CCP can just introduce a "bridge" POS module that will be usuable in low sec and can lock on regular cyno, judging by the use made of some titans, the result will be the same anyway....
TheSkeptic
Federal Navy Academy
Gallente Federation
#34 - 2013-01-11 11:36:50 UTC
Nikk Narrel wrote:
Crimeo Khamsi wrote:
This seems pretty pointless... So why bother introducing a complicated new game feature to little effect?

I think Mary Annabelle caught on to it.

This is not to create fights, or even balance fights. It is a means to avoid them.

A cyno pilot who knows he cannot light up won't bother. The whole point of a hot drop is to catch someone who would otherwise not stick around to fight.
Having established they don't want a fight, and this keeping it firmly up to them, it won't happen.


QFT.

Seems people just want to raom around ganking solo travellers calling them good fights without the risk of another fleet being able to properly catch & engage them.

You use forward scouts so you can't be bubbled/drag bubbled, probably rear scouts also to stop a fleet chasing you down, Now you want to remove the ability for a fleet to drop right on top of you.

risk averse much?

gf gf

...

Tiberius Murderhorne
CONTRATTO
#35 - 2013-01-11 12:18:34 UTC
Says the forum alt......

Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views!

JD No7
Coreli Corporation
Pandemic Legion
#36 - 2013-01-11 12:31:29 UTC
This is just another way for the roaming fleet to prevent themselves having to engage anything that poses a challenge / defeat. With scouts in place, and this ship, getting that fleet to fight on anything but their terms would be nigh impossible.

So it's a no. And that's coming from an alliance that both uses hot drops and gets hotdropped.

Man up, James :-)
jamesoverlord
Black Layer Syndicate
Pan-Intergalatic Business Community
#37 - 2013-01-11 12:38:44 UTC
TheSkeptic wrote:
Nikk Narrel wrote:
Crimeo Khamsi wrote:
This seems pretty pointless... So why bother introducing a complicated new game feature to little effect?

I think Mary Annabelle caught on to it.

This is not to create fights, or even balance fights. It is a means to avoid them.

A cyno pilot who knows he cannot light up won't bother. The whole point of a hot drop is to catch someone who would otherwise not stick around to fight.
Having established they don't want a fight, and this keeping it firmly up to them, it won't happen.


QFT.

Seems people just want to raom around ganking solo travellers calling them good fights without the risk of another fleet being able to properly catch & engage them.

You use forward scouts so you can't be bubbled/drag bubbled, probably rear scouts also to stop a fleet chasing you down, Now you want to remove the ability for a fleet to drop right on top of you.

risk averse much?

gf gf


So your saying that we just travel round ganking others and dont want to fight a supior fleet your wrong we want decent fights with people putting effort in not lazy cowards that will only jump in hot drop style because they wont lose anything
jamesoverlord
Black Layer Syndicate
Pan-Intergalatic Business Community
#38 - 2013-01-11 12:44:30 UTC
JD No7 wrote:
This is just another way for the roaming fleet to prevent themselves having to engage anything that poses a challenge / defeat. With scouts in place, and this ship, getting that fleet to fight on anything but their terms would be nigh impossible.

So it's a no. And that's coming from an alliance that both uses hot drops and gets hotdropped.

Man up, James :-)




Lol coming from an alliance that would hot drop a rifter with an ahac fleet

Grow some balls JD :)
Anthar Thebess
#39 - 2013-01-11 13:07:04 UTC
+1 but i suggest something like this :

Pirate "Silencer"
Battleship basing on the Scorpion hull.
BPC found in magnetometric site ( ship and jamming generator ) - in all regions.

Main ability - mount a jamming field Generator - highslot module.

First the BS:
As a pirate version of BS it will receive bonuses from multi race BS skills ( 4 race bs - just a sugestion ):
- 30KM of jamming field per level / additional XX unit(s) of Cap consumed per level ( 800GJ cap boosters is a must! ... or dedicated ships with a cap transfer )
- 10% of cargo hold per level
- 10% reduction in fuel consumption per level.
- 10% to shield boost per level
- 5% of signature reduction per level
- 99.99% reduction in covert ops cloaking device ???

Slot layout:
( no offensive capabilites, but good defense options)
3 high slots
7 med slots
5 low slots
No drone bay , but big cargo.


Now the main toy : Jamming Field Generator

Base range of the field 75KM
- you are unable to open a cyno within a field , if a jamming fields open after cyno - cyno becomes unavalaible.
- you are unable to probe effectively ships in a field , but at the same time this field can be scanned using the ship scaner (signature) - while warping - you land on the edge of the field. ( but you can frely warp to peson, wreck, or bookmark in the field)
- increase singnature by 50%
- reduces speed by 50% ( but ship can still fly )
- gives aggro

If a ship fly in a pos shiled while Jamming field is active - module is burned!)

At lvl 5 BS you can have 75KM + 5x30km = 225km of cyno jamming - so you are still be targetable, and in range of long range guns, and missiles.

Peter Powers
Terrorists of Dimensions
HORSE-KILLERS
#40 - 2013-01-11 13:17:20 UTC
a cyno jamming ship should be capital if at all.

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