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blankseplocked Cyno jamming module
 
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Roxanna Kell
Anormalii S.A.
Vera Cruz Alliance
Posted - 2010.12.14 04:25:00 - [1]
 

I wont be suprised if 1000 people thought of this, but I am going to say it anyways.

A low slot EW module to jam a ship from openning a cyno, unless he has the cyno skill at 5 in wish case he can use an unjammable version of the module.
or you can scratch that last part.

Caldari 5
Amarr
The Element Syndicate
Blazing Angels Alliance
Posted - 2010.12.14 04:56:00 - [2]
 

For a start all EWAR modules are Mid slot, so rejected for suggestion to be a Low slot.

Concept has been brought up before.

Has also been a suggestion of a module to prevent Jumping onto current grid.

JIhno
Posted - 2010.12.14 04:59:00 - [3]
 

What type of ships would you plan on sporting these anyway? Supercaps? From my understanding most fights happen involving these ship happen in cynojammed space and one side needed to probly wade thro 1500 man blobs to take em down, But alas one of the 5 titans with built in cyno jammers is running now preventing once again a cap fight from happening for a month.

Roxanna Kell
Anormalii S.A.
Vera Cruz Alliance
Posted - 2010.12.14 08:19:00 - [4]
 

people can still cyno in low sec btw. case you never been to low sec before.

Robert Caldera
Posted - 2010.12.14 09:46:00 - [5]
 

there is already a anti cyno module: Please visit your user settings to re-enable images.

tbh, the cyno is fine as it is, no jammers are required because if you die to a hotdrop you was terrible and deserve getting ambushed.

Roxanna Kell
Anormalii S.A.
Vera Cruz Alliance
Posted - 2010.12.15 02:59:00 - [6]
 

Originally by: Robert Caldera
there is already a anti cyno module: Please visit your user settings to re-enable images.

tbh, the cyno is fine as it is, no jammers are required because if you die to a hotdrop you was terrible and deserve getting ambushed.


Any SHIP can fit a cyno, I can scout all nearby system, to make sure they guy has no back up. i can also check the wormwholes.

Than if i engage and there you are outnumebered 20 to 1. Its almsot a full proof bait, assuming anyone go for it.
would you rather have people avoid fights in the fear that the enemy will hot drop something on them?
Its not a way to base a tactic on. You should have a cyno jamming modile on your ship, that isnt a whole grid crap.
You need to lick the target and jam him with the module to disable him from using his cyno.
If you can stop people from leavng a fight they cant win with disruptors, so can you stop someone brining reinforcment you cant see.

Ephemeron
Caldari Provisions
Posted - 2010.12.15 03:47:00 - [7]
 

it has to be high slot, just like the cyno generator and area of effect modules like interdiction

Roxanna Kell
Anormalii S.A.
Vera Cruz Alliance
Posted - 2010.12.16 20:31:00 - [8]
 

Originally by: Ephemeron
it has to be high slot, just like the cyno generator and area of effect modules like interdiction


I ll settle for a focused one.

Magnus Orin
Minmatar
Wildly Inappropriate
Goonswarm Federation
Posted - 2010.12.16 21:30:00 - [9]
 

The counter to the cyno is to kill the cyno.


Ephemeron
Caldari Provisions
Posted - 2010.12.16 23:30:00 - [10]
 

Originally by: Magnus Orin
The counter to the cyno is to kill the cyno.


Fine, if you want to go that route - give us time to kill the cyno. At least 40 seconds.
After cyno lights up, people have 40 seconds before the first ship can jump thru. Do you agree?

Marlona Sky
Caldari Provisions
Posted - 2010.12.17 00:32:00 - [11]
 

Shameless plug for my idea which can be found here:

-A cynosoral Field Generator can not be activated if it is within 10 km of another active cyno

So you could open a cyno in the middle of an enemy fleet and they can't open one unless they are at least 10km away from your cyno. Granted you don't have to jump in anything but you are creating a 20km non-cyno environment. A defensive tool if you will.


Ephemeron
Caldari Provisions
Posted - 2010.12.17 00:46:00 - [12]
 

Originally by: Marlona Sky
Shameless plug for my idea which can be found here:

-A cynosoral Field Generator can not be activated if it is within 10 km of another active cyno

So you could open a cyno in the middle of an enemy fleet and they can't open one unless they are at least 10km away from your cyno. Granted you don't have to jump in anything but you are creating a 20km non-cyno environment. A defensive tool if you will.


This idea by itself is inadequate for the current cyno problems. I don't mind if it's supplementary to mobile cyno jammer.

Marlona Sky
Caldari Provisions
Posted - 2010.12.17 01:14:00 - [13]
 

Originally by: Ephemeron
Originally by: Marlona Sky
Shameless plug for my idea which can be found here:

-A cynosoral Field Generator can not be activated if it is within 10 km of another active cyno

So you could open a cyno in the middle of an enemy fleet and they can't open one unless they are at least 10km away from your cyno. Granted you don't have to jump in anything but you are creating a 20km non-cyno environment. A defensive tool if you will.


This idea by itself is inadequate for the current cyno problems. I don't mind if it's supplementary to mobile cyno jammer.


Well there is more to it but you will have to read the entire part on my idea for the cyno.

cpu939
Gallente
Volatile Nature
White Noise.
Posted - 2010.12.17 01:36:00 - [14]
 

Originally by: Ephemeron
Originally by: Magnus Orin
The counter to the cyno is to kill the cyno.


Fine, if you want to go that route - give us time to kill the cyno. At least 40 seconds.
After cyno lights up, people have 40 seconds before the first ship can jump thru. Do you agree?


40 seconds is stupid.

if your at the hostile fleet unless your lucky you dead in 10 second not counting caps
if at a safe by the time the hostile fleet warps there its been 40seconds

now i am for limiting ships that can fit a cyno i.e. carriers can not fit it

Ephemeron
Caldari Provisions
Posted - 2010.12.17 01:58:00 - [15]
 

Originally by: cpu939
40 seconds is stupid.

if your at the hostile fleet unless your lucky you dead in 10 second not counting caps
if at a safe by the time the hostile fleet warps there its been 40seconds

now i am for limiting ships that can fit a cyno i.e. carriers can not fit it

The primary goal here is not to prevent fleet battles from taking place, but to limit effectiveness of hot drops against small roaming gangs. As a guy in small roaming gang, it would take me at least 40 seconds to kill a plated recon, battlecruiser, or battleship with cyno. Or it would give me time to get out of the scramble range.

But I agree that simply setting 40 sec timer isn't the best solution to the problem. The best one is to have a cyno jammer module with limited radius of effect.

Robert Caldera
Posted - 2010.12.17 07:17:00 - [16]
 

hotdrop is a counter to scouting. Its fine the way its now.
Besides that, its an only counter camps of any kind, which are almost unremoveable without an ambush. Its fun and mandatory tactic.

HeliosGal
Caldari
Posted - 2010.12.17 11:48:00 - [17]
 

Be gone with u


 

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