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Mobile Cynosural Inhibitor Feedback

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Author
Batelle
Federal Navy Academy
#41 - 2013-11-15 20:58:54 UTC  |  Edited by: Batelle
Malcanis wrote:
Batelle wrote:
Doesn't stops covert cyno = pretty useless for most people. Other than that, gives some protection against hotdrops without being too powerful. So that's good.


The intended use is for temporary tactical advantage on the battlefield, not providing your mission boat with a shield of carebearing +4


Thats what I figured. Especially at that price point for a one use item. That's okay though, t2 fit domis are fantastic now. Actually I was thinking about the poor poor mining fleets.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

King Rothgar
Deadly Solutions
#42 - 2013-11-15 21:31:27 UTC  |  Edited by: King Rothgar
Elvamerc wrote:
RAFAEL101 wrote:
CCP Fozzie wrote:
The Cyno Inhibitor is a one time use item. Once dropped it stays in space until it expires or is destroyed.


The scenario:

Two fleets engage in battle, one of the fleets deploys or had deployed the cyno inhibitor to prevent hot drops and force a fair fight. Opposing team alphas the cyno inhibitor and lights a cyno, hot drops caps then whoops the ever loving crap out of the other fleet.

The team that lost the fight also lost 20 - 30 mill isk on a cyno inhibitor item.

If the cyno inhibitor can be destroyed, then they will be destroyed instantly.

Let me know if I misunderstood how these new cyno inhibitors work or will work.



They could simply Cyno in 150km + away and warp in, not that big of a change there. I see this thing being used more for protecting capitals temporarily that are repping or killing pos's. Or protecting small fleets on gates from being hotdropped by the big alliances, etc

NOT for effective use against large sub cap fleets that are already on the field. They have system cyno jammers on POS's for that.


Except you can't use it on a gate and it has a two minute spool up timer. It's useful for POS repping but that seems to be about it. A shame really, was hoping for a viable defense against getting 200 BS's jump portaled onto a 5 man roaming BC gang but I guess that's just too drastic a change.

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

Elvamerc
Appetite 4 Destruction
#43 - 2013-11-16 00:52:38 UTC
I was actually thinking more along the lines of having it already set up. These can be dropped within 75 km right now of a gate with an effective range of 100km. Position 2 on a gate opposite each other would give you pretty good coverage when a cyno toon game through. With the proper scouting you could have these dropped and ready to go when a hotdropping rapier, arazu, or T3 came through.

Example: last night I had Razor scouted, ship types, and numbered 3 systems out. Easily enough time to drop a cyno inhibitor on a gate, decloak, and kill their cyno rapier while the 20+ munnin's and multiple dreads were sitting in a POS with their Ragnorok waiting to jump through. Same story with the 2 or 3 PL tengu's that game through 15 minutes later doing what I will assume was the same thing. Etc, etc.

That said CCP has posted in this thread that they haven't decided on the range of the inhibitors from things like gates. Changing it from 90km to 75km and mentioning the possibility of 50km.

King Rothgar
Deadly Solutions
#44 - 2013-11-16 01:44:45 UTC
If they drop it to 50km it will be much more practical for a camp to deploy. But it still won't be of much use to a roaming gang. The onlining time is just too long to use on the fly. Honestly it feels like they are trying to make it not overly powerful. The thing is, I see no reason for such a restriction. It could be onlined instantly, be reusable, cost 1 isk, have a 250km range and be deployable anywhere in eve (except a station), in any quantity (stack them baby) and it still wouldn't be OP.

Such a setup wouldn't be OP because it does not stop your opponents from bringing reinforcements nor does it assist in destroying targets. All it does is provide some warning. That's it. Currently hotdropping is massively OP and it always has been. The only counter to it is to have an even bigger counter hotdrop. It's poor game design. When I first started playing it wasn't such a big deal since cap ships and jump portals were rare. But now? Everyone and their mother has a titan pos'd up somewhere.

As it stands, this is an item I will never use. It serves no purpose outside of POS repping or sitting on a gate for hours on end smartbombing pods.

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

Rekon X
Doomheim
#45 - 2013-11-16 02:31:47 UTC
Test server is for all your 'testing' needs.

Definition of goon - a stupid person Those who can do, those who can't spew

Altayr555
Enter Ice
#46 - 2013-12-30 08:26:12 UTC  |  Edited by: Altayr555
hey

yeah , stat item for us it is ridiculed ....

CCP stop unnecessary update....you just create more lag etc Cry
Soldarius
Dreddit
Test Alliance Please Ignore
#47 - 2014-02-11 14:56:01 UTC
Make the online time for this item 0. Or better yet, make a probe-type item an interdictor can fire from its launcher that does the same thing but for a shorter period of time.

http://youtu.be/YVkUvmDQ3HY

Rek Seven
University of Caille
Gallente Federation
#48 - 2014-02-13 15:47:59 UTC
CCP Fozzie wrote:
To answer a couple questions:

We've reduced the minimum range from gates and stations to 75km, which we think will strike a better balance between letting people cover those structures and making it too easy to protect camps. We plan on re-evaluating that range once we've seen these things in the wild for a bit. It may for instance drop to 50km at a later point.

As xttz guessed, this structures doesn't do anything to a cyno that has been lit before it finishes activating. It prevents new cynos from being lit, and if an active cyno is running within range of an activated cyno inhibitor it will not be allowed to start a second cycle.

This structure also does not prevent starbase cyno beacons from working, so you can't use it in VFK to protect capitals from their own stupidity.


It needs to be something like 5km... What is the point in only being able to anchor past 75km when most fights happen close to a gate?

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