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Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2010.12.07 15:53:00 - [1]
 

Edited by: Elayae on 08/12/2010 13:59:19
Edited by: Elayae on 07/12/2010 20:37:53
Edited by: Elayae on 07/12/2010 20:33:13
Just an idea to combat cloaking ships on a limited scale.

The anti-cloak gun:
- has an area effect, sphere or cone-like with a radius of 2.5 to 5km
- works like throwing sand / dust on top of an invisible object, which has a de-cloaking effect
- can not be activated within 10-15km from a stargate center, similar like the cloak within 2km from an object
- can de-cloak ships within a limited range, e.g. 20-50km
- can be used in certain situations, e.g. firing in the direction of a ship that has just cloaked
- no target lock needed, just a x-y-z direction
- can be used in groups to hunt cloaked ships more effectively

This proposal is about giving other pilots a better chance at catching cloaked ships, while not destroying the cloaking mechanic or experience.

CCP can add a means for pilots to search for cloaked ships in large areas in such a way that their almost undetectable 'safe'spot can be found when hunting close to known warp locations like planets, stargates, moons, asteroid belts and stars i.e. making cloaking and hunting cloaked ships more exciting.

Natasha Hec
Gallente
University of Caille
Posted - 2010.12.07 15:57:00 - [2]
 

Could just realise cloaked ships cant do anything to you cloaked and then just shoot it when its not cloaked

mchief117
Posted - 2010.12.07 16:31:00 - [3]
 

Originally by: Natasha Hec
Could just realise cloaked ships cant do anything to you cloaked and then just shoot it when its not cloaked


Could just realie that a singel cloaked ship is cappible of hot droping an entire capital fleet on you the moment it decloaks making you dead real fast.

could also realize that EVE is the only game i know of that has cloaking technology and "NO" way to counter/make less effective the same technology

Crumplecorn
Gallente
Eve Cluster Explorations
Posted - 2010.12.07 16:33:00 - [4]
 

Originally by: mchief117
Could just realie that a singel cloaked ship is cappible of hot droping an entire capital fleet on you the moment it decloaks making you dead real fast.
In that case, I would prefer it to stay cloaked.

Originally by: mchief117
could also realize that EVE is the only game i know of that has cloaking technology and "NO" way to counter/make less effective the same technology
Nothing to do with anything.

Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2010.12.07 17:05:00 - [5]
 

Originally by: Natasha Hec
Could just realise cloaked ships cant do anything to you cloaked and then just shoot it when its not cloaked


Cloaked ships can provide intelligence and have an almost undetectable safe spot. So these ships excel in disrupting surprise attacks of enemy fleets without risk.

Stig Sterling
Posted - 2010.12.07 17:14:00 - [6]
 

oh wait, cloaked ships also make botting revenue go down!

Natasha Hec
Gallente
University of Caille
Posted - 2010.12.07 17:17:00 - [7]
 

Originally by: Elayae
Originally by: Natasha Hec
Could just realise cloaked ships cant do anything to you cloaked and then just shoot it when its not cloaked


Cloaked ships can provide intelligence and have an almost undetectable safe spot. So these ships excel in disrupting surprise attacks of enemy fleets without risk.


Thanks to intel anyone can do that, as long as your unprobable in like say a stilletto orany ship you can make unprobable. Also any ship can fit a cyno.

Yet another afk cloaky whine

you want to stop cloaks being such a 'great' tool for intel, make local like wh

Davelantor
Caldari
The Resistance Movement
Posted - 2010.12.07 18:02:00 - [8]
 

Edited by: Davelantor on 07/12/2010 18:02:19
your proposal does not eliminate the [OMG cloaked ship is giving intel] issue .. its more of in the lines of ... ow look some ship just cloaked .. lets be lazy noobs and not fly there to decloak, but instead have CCP give us a tool so we can remotely decloak them.

Total not supporting it,
The cloak was nerfed enough.

but here is a counter proposal ... give us removal from local so we can actually be cloaked .. or be COVERT-OPS .. without ringing local bells ..

because as far as i seen all you cloak nerf fans are doing is trying to remove cloaking all together.

Davelantor
Caldari
The Resistance Movement
Posted - 2010.12.07 18:07:00 - [9]
 

Originally by: mchief117
Originally by: Natasha Hec
Could just realise cloaked ships cant do anything to you cloaked and then just shoot it when its not cloaked


Could just realie that a singel cloaked ship is cappible of hot droping an entire capital fleet on you the moment it decloaks making you dead real fast.

could also realize that EVE is the only game i know of that has cloaking technology and "NO" way to counter/make less effective the same technology


False, in STO the cloaked ships are actually more durable .. and get a bonus when they decloak to attack, not to mention they can still cloak even if you are firing everything you got at them.

but in EvE ? ... when a ship is cloaked .. you can see on local, if you fly close, you can decloak it, if you lock, they cant cloak
and since they are basically tin cans, its very easy to kill.

so stop crying.

Corina Jarr
Posted - 2010.12.07 19:53:00 - [10]
 

There is no point to this suggestion. You already have Smart bombs that do the same thing. Cept they might also kill the cloaker, which is even better.

Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2010.12.07 20:31:00 - [11]
 

Yes I am in favor of changing local to delayed mode.

No it's not about eliminating the intel issue or nerf cloaked ships.

Smartbombs are for close range only so not very useful when searching large areas.

This proposal is about giving other pilots a better chance at catching cloaked ships, while not destroying the cloaking mechanic or experience.

CCP can add a means for pilots to search for cloaked ships in large areas in such a way that their almost undetectable 'safe'spot can be found when hunting close to known warp locations like planets, stargates, moons, asteroid belts and stars. I.e. making cloaking and hunting cloaked ships more exciting, I think this proposal for an anti-cloak gun can do that.


Black Dranzer
Caldari
Posted - 2010.12.07 21:51:00 - [12]
 

What would the cloaked pilots get in return?

darius mclever
Posted - 2010.12.07 22:00:00 - [13]
 

with that thing ... how do you expect covert ops or recons to run gate camps for scouting?
it is hard enough as it stands, we often kill 50% of the bombers that try to run through.

Magnus Orin
Minmatar
Wildly Inappropriate
Goonswarm Federation
Posted - 2010.12.07 22:06:00 - [14]
 

Cloaking is completely balanced.

When was the last time a cloaked ship killed you, or anyone for that matter?

You are proposing a horrible solution to a problem that does not exist and you should feel bad about it.

Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2010.12.07 22:33:00 - [15]
 

Originally by: Black Dranzer
What would the cloaked pilots get in return?

Nothing.

Originally by: darius mclever
with that thing ... how do you expect covert ops or recons to run gate camps for scouting?
it is hard enough as it stands, we often kill 50% of the bombers that try to run through.

The chance of catching will increase a bit, I reckon.

Originally by: Magnus Orin
Cloaking is completely balanced.

When was the last time a cloaked ship killed you, or anyone for that matter?

You are proposing a horrible solution to a problem that does not exist and you should feel bad about it.



It's not about cloaked ships killing you. It's about creating an instant 'safe'spot that is undetectable. If any rookie pilot can use a cloaked ship and not get caught for a very long time, then the cloaking mechanic is somehow unbalanced. It seems cloaking ships have a 'I win' button for avoiding any nasty situation.

Please back-up your horrible solution argument.

darius mclever
Posted - 2010.12.07 22:46:00 - [16]
 

why is a cloaked ship in a safespot a problem? it cant harm you. and no the hot drop argument doesnt count. because for it to work they have to catch you doing stupid things. (like cynoing to a pos while cyno on the station would have been much smarter or cyno out of docking range.)

a cloaked ship cant lock you, cant shoot you. nothing. *especially* when it sits on a safespot. your module would only help those people who like to blob any one of out their area.

and it wouldnt increase the chance a bit. it would increase drastically. if you dont see that you fail at decloaking as it stands.

how people would use your module.
- fit ship for max agility
- sit right inside the gate
- as soon as the target decloaks -> hit approach
- your ship gets aligned towards the target.
- hit your gun.

almost impossible to miss. bye bye blockade runner, recons, bombers and covops.

consider thinking your idea through to the end before posting.

Black Dranzer
Caldari
Posted - 2010.12.07 22:47:00 - [17]
 

I'm still not convinced that cloaking is imbalanced. I'm all for nerfs, but only where I believe they're needed.

Elayae, I want to ask you something.

What, pray tell, do you believe cloaks are designed for?

Flesh Slurper
Minmatar
Posted - 2010.12.07 23:29:00 - [18]
 

Not supported.

Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2010.12.07 23:43:00 - [19]
 

Originally by: darius mclever
why is a cloaked ship in a safespot a problem? it cant harm you. and no the hot drop argument doesnt count. because for it to work they have to catch you doing stupid things. (like cynoing to a pos while cyno on the station would have been much smarter or cyno out of docking range.)

a cloaked ship cant lock you, cant shoot you. nothing. *especially* when it sits on a safespot. your module would only help those people who like to blob any one of out their area.

and it wouldnt increase the chance a bit. it would increase drastically. if you dont see that you fail at decloaking as it stands.

how people would use your module.
- fit ship for max agility
- sit right inside the gate
- as soon as the target decloaks -> hit approach
- your ship gets aligned towards the target.
- hit your gun.

almost impossible to miss. bye bye blockade runner, recons, bombers and covops.

consider thinking your idea through to the end before posting.


The anti-cloak gun can be balanced by the the area effect size, the range limit and the activation or duration time of the module. This way you can increase the chances of catching ships while not overpowering the anti-cloak gun.

Originally by: Black Dranzer
I'm still not convinced that cloaking is imbalanced. I'm all for nerfs, but only where I believe they're needed.

Elayae, I want to ask you something.

What, pray tell, do you believe cloaks are designed for?

The cloaks are not the problem. It's catching cloaked ships that is unbalanced.

Currently cloaked ships have the element of surprise and can make opportunity attacks without risk while no defensive maneuver exists to counter it. Give the defenders a means (somewhat less powerful than the cloak) to find them and create an opportunity to attack the cloaked ships, this is not an unreasonable request.

Black Dranzer
Caldari
Posted - 2010.12.07 23:46:00 - [20]
 

Originally by: Elayae
The cloaks are not the problem. It's catching cloaked ships that is unbalanced.

Currently cloaked ships have the element of surprise and can make opportunity attacks without risk while no defensive maneuver exists to counter it. Give the defenders a means (somewhat less powerful than the cloak) to find them and create an opportunity to attack the cloaked ships, this is not an unreasonable request.
You didn't answer my question.

What do you believe cloaking devices are designed for? What do you believe their purpose is?

darius mclever
Posted - 2010.12.07 23:52:00 - [21]
 

Originally by: Elayae
The anti-cloak gun can be balanced by the the area effect size, the range limit and the activation or duration time of the module. This way you can increase the chances of catching ships while not overpowering the anti-cloak gun.


ROFL. really. have you ever tried to decloak ships on a gate and had been successful. ever?

Originally by: Elayae
Originally by: Black Dranzer
I'm still not convinced that cloaking is imbalanced. I'm all for nerfs, but only where I believe they're needed.

Elayae, I want to ask you something.

What, pray tell, do you believe cloaks are designed for?

The cloaks are not the problem. It's catching cloaked ships that is unbalanced.


it is not

Originally by: Elayae
Currently cloaked ships have the element of surprise and can make opportunity attacks without risk while no defensive maneuver exists to counter it.


stay aligned. fit to fight. dont do stupid things (see my first post)

Originally by: Elayae
Give the defenders a means (somewhat less powerful than the cloak) to find them and create an opportunity to attack the cloaked ships, this is not an unreasonable request.


decloaking ships on a gate especially in 0.0 is relatively easy if you practice a bit. all it needs is a good ceptor and/or dictor pilot. now imagine bigger gate camps with 4-5 ceptors. 80% success rate in catching bombers is not rare.

AFK WithProbesOut
Posted - 2010.12.08 00:00:00 - [22]
 


Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2010.12.08 09:13:00 - [23]
 

Originally by: Black Dranzer
Originally by: Elayae
The cloaks are not the problem. It's catching cloaked ships that is unbalanced.

Currently cloaked ships have the element of surprise and can make opportunity attacks without risk while no defensive maneuver exists to counter it. Give the defenders a means (somewhat less powerful than the cloak) to find them and create an opportunity to attack the cloaked ships, this is not an unreasonable request.
You didn't answer my question.

What do you believe cloaking devices are designed for? What do you believe their purpose is?

Quoting: "Cloaking devices allow a ship to maneuver while remaining completely undetectable by outside sensors." This is a powerful device.

Originally by: darius mclever
Originally by: Elayae
The anti-cloak gun can be balanced by the the area effect size, the range limit and the activation or duration time of the module. This way you can increase the chances of catching ships while not overpowering the anti-cloak gun.


ROFL. really. have you ever tried to decloak ships on a gate and had been successful. ever?

Originally by: Elayae
Originally by: Black Dranzer
I'm still not convinced that cloaking is imbalanced. I'm all for nerfs, but only where I believe they're needed.

Elayae, I want to ask you something.

What, pray tell, do you believe cloaks are designed for?

The cloaks are not the problem. It's catching cloaked ships that is unbalanced.


it is not

Originally by: Elayae
Currently cloaked ships have the element of surprise and can make opportunity attacks without risk while no defensive maneuver exists to counter it.


stay aligned. fit to fight. dont do stupid things (see my first post)

Originally by: Elayae
Give the defenders a means (somewhat less powerful than the cloak) to find them and create an opportunity to attack the cloaked ships, this is not an unreasonable request.


decloaking ships on a gate especially in 0.0 is relatively easy if you practice a bit. all it needs is a good ceptor and/or dictor pilot. now imagine bigger gate camps with 4-5 ceptors. 80% success rate in catching bombers is not rare.


1. Currently some gate camps use other means of catching cloaked ships by placing wrecks or containers, this anti-cloak gun is similar to that tactic. To answer your question on the contrary, my cloaked ship has never been caught, but it's not about me or you it's about the cloaking mechanic and experience.
2. We differ from opinion here, I think it is. Catching cloak ships is like a game of hide and seek, although the options for the seek part are underpowered. Realistically the anti-cloak gun works a bit like a sensor dampener it shoots a cloud of particles into an area, which has a de-cloaking effect.
3. If you fit to fight and add one prototype cloak to your ship, you have a powerful means to attack any unguarded or defenseless ships that needs to be moved. It looks a bit like docking games, which is not very exciting.
4. It's not all about stargates, it's also about all the other places within a solar system. Hmm you need 4-5 coordinating pilots to catch only 1 pilot with a success rate of 80%, it seems that cloaking is more powerful then the means to catch them in this situation.

Korg Leaf
Super Batungwaa Ninja Warriors
0ccupational Hazzard
Posted - 2010.12.08 09:30:00 - [24]
 

Originally by: Elayae
Originally by: Black Dranzer
Originally by: Elayae
The cloaks are not the problem. It's catching cloaked ships that is unbalanced.

Currently cloaked ships have the element of surprise and can make opportunity attacks without risk while no defensive maneuver exists to counter it. Give the defenders a means (somewhat less powerful than the cloak) to find them and create an opportunity to attack the cloaked ships, this is not an unreasonable request.
You didn't answer my question.

What do you believe cloaking devices are designed for? What do you believe their purpose is?

Quoting: "Cloaking devices allow a ship to maneuver while remaining completely undetectable by outside sensors." This is a powerful device.

Originally by: darius mclever
Originally by: Elayae
The anti-cloak gun can be balanced by the the area effect size, the range limit and the activation or duration time of the module. This way you can increase the chances of catching ships while not overpowering the anti-cloak gun.


ROFL. really. have you ever tried to decloak ships on a gate and had been successful. ever?

Originally by: Elayae
Originally by: Black Dranzer
I'm still not convinced that cloaking is imbalanced. I'm all for nerfs, but only where I believe they're needed.

Elayae, I want to ask you something.

What, pray tell, do you believe cloaks are designed for?

The cloaks are not the problem. It's catching cloaked ships that is unbalanced.


it is not

Originally by: Elayae
Currently cloaked ships have the element of surprise and can make opportunity attacks without risk while no defensive maneuver exists to counter it.


stay aligned. fit to fight. dont do stupid things (see my first post)

Originally by: Elayae
Give the defenders a means (somewhat less powerful than the cloak) to find them and create an opportunity to attack the cloaked ships, this is not an unreasonable request.


decloaking ships on a gate especially in 0.0 is relatively easy if you practice a bit. all it needs is a good ceptor and/or dictor pilot. now imagine bigger gate camps with 4-5 ceptors. 80% success rate in catching bombers is not rare.


1. Currently some gate camps use other means of catching cloaked ships by placing wrecks or containers, this anti-cloak gun is similar to that tactic. To answer your question on the contrary, my cloaked ship has never been caught, but it's not about me or you it's about the cloaking mechanic and experience.
2. We differ from opinion here, I think it is. Catching cloak ships is like a game of hide and seek, although the options for the seek part are underpowered. Realistically the anti-cloak gun works a bit like a sensor dampener it shoots a cloud of particles into an area, which has a de-cloaking effect.
3. If you fit to fight and add one prototype cloak to your ship, you have a powerful means to attack any unguarded or defenseless ships that needs to be moved. It looks a bit like docking games, which is not very exciting.
4. It's not all about stargates, it's also about all the other places within a solar system. Hmm you need 4-5 coordinating pilots to catch only 1 pilot with a success rate of 80%, it seems that cloaking is more powerful then the means to catch them in this situation.


Prototype cloakers cant really escape any relatively decent 0.0 camp, they cant warp cloaked so its therefore useless catching any non-idiot belt ratting or mining in one, and when they are cloaked they are SLOW

Marak Mocam
Posted - 2010.12.08 11:12:00 - [25]
 

How about a couple different changes.

1) Let ECM Burst knock cloaked ships out of cloak -- *IF* the jamming effect works on it.
2) Apply a negative modifier to sensor strength while cloaked -- cloak type dependent penalty.

So when you cloak, your sensor strength goes down, making you more susceptible to ECM, but only AoE effects might hit you (and anyone/anything in the area -- friends, etc...) -- you already cannot use ECCM while cloaked...

Cloaks are listed under sensor equipment so it has a kind of logic to it and ECM Burst won't take a cloaked ship out of cloak right now. No new equipment, no real major changes to game logic -- add a mod to the sensor strength and apply existing mechanics. Just count the cloak as an "omni" or "self" targeting/targeted system while running so if the "targeting" is lost, the cloak turns off.

As for searching... Well, you'd have to pray and fly ships around popping that slow firing ECM burst. Sorry but I don't think anyone deserves a 100% freebie kill on cloaked ships and even this suggestion gets close to "can't get by gate-camps"...

Suitonia
Gallente
Genos Occidere
HYDRA RELOADED
Posted - 2010.12.08 11:13:00 - [26]
 

So this is basically a huge unneeded buff to gatecamps and doesn't address anything that people actually have problems with (like AFK cloaking).

Not Supported

Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2010.12.08 11:57:00 - [27]
 

Edited by: Elayae on 08/12/2010 12:24:44
Originally by: Marak Mocam
How about a couple different changes.

1) Let ECM Burst knock cloaked ships out of cloak -- *IF* the jamming effect works on it.
2) Apply a negative modifier to sensor strength while cloaked -- cloak type dependent penalty.


I like this idea.

Originally by: Suitonia
So this is basically a huge unneeded buff to gatecamps and doesn't address anything that people actually have problems with (like AFK cloaking).

Not Supported

The nerf is as big or small as you like, the characteristics of the anti-cloak gun can easily be adjusted. It does address the AFK cloaking, it gives active pilots a chance to search all known warp spots in a solar system.

P.S. A weapon to de-cloak ships has already been developed but was not tested thoroughly to be implemented. The range and use is less sophisticated than the anti-cloak weapon that is presented here. http://games.chruker.dk/eve_online/item.php?type_id=15332

Crazy KSK
Posted - 2010.12.08 13:01:00 - [28]
 

Edited by: Crazy KSK on 08/12/2010 13:02:48
right I'm willing to support an anti cloak pulse of sorts if it has not more and not less range then 15km and can not be activated with any gate station etc in range does not uncloak ships that got cloaked via gates it has to use big amounts of cap id say about 60% and on top has a cool down of at least 2 minutes and it has to have a activation timer of maybe 30 seconds after warping in or uncloaking.
on top of that I want cloaked ships to be able to use cargo and ship scanners while cloaked(scanned ships would get a mesage that they have been scanned) that way those modules get a real use and cloaky ships get a more of a thread =)
oh and I highly support the removal of local in 0.0 and maybe even in low sec of some sort


PS:I am fully aware of the consequences the above stated things would have

Elayae
Gallente
Re-Awakened Technologies Inc
Posted - 2010.12.08 13:58:00 - [29]
 

The anti-cloak gun can not be activated within 10-15km from a stargate center, which is similar to the cloak function which can not be activated within 2km from an object. Added to proposal.

L'ouris
Posted - 2010.12.09 19:21:00 - [30]
 

Silly question:

What if you had a 'sonar' bomb launcher module you could fit to Dessie hulls?

Cloakies should be able to slip into systems, so anything that can be easily bursted on a gate is a bad idea imo. The 'sonar' bomb would have to travel a good distance, slowly enough that you couldn't just launch one when you saw a gate flash to screw over the cloakies.

What if the 'sonar' bomb had to travel a large distance (.25 AU?) before detonating with a speed that would make timing gate flashes impractical. Even keeping the default bomb speeds might work here.

I envision a line of Destroyers, creating a sonar net in a system. Something an active scout could see advancing and try to evade.

The burst radius of the 'sonar' bomb would have to be big enough to cover a significant portion of deep space, but not so big that one or two folks could sweep the entire sector. how about .5-1AU diameter AU sphere?

The effect would just knock the cloak out of commision for a few seconds, enough to allow scan probers to start hunting?

Finding a cloaked ship should be a man power intensive practice. and a smart scout should be able to have a chance at evasion.
Just some thoughts... Question



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