open All Channels
seplocked Ships and Modules
blankseplocked Issues in Revelations(Regarding Capital Ships)
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

DeMundus
Beyond Divinity Inc
Excuses.
Posted - 2006.11.30 16:22:00 - [1]
 

Right over the last 2 days here is what I have found out:

1: Cyno makers now can't jump or dock while Cyno field is up, that means a normal ship with the cyno modul have to wait 10 min. to move - 10 min is rather a rather long time, its a easy target for anyone. Not even a carrier can defend most ships from a fast sniper. And saddly the cyno module aint cheap. Recon ships takes 5 min. but not every will train these up to move a capital. (5 min is still a very long time where you can't move)

2: Armor rep. drones can no longer be used to repair drones/fighters, if they are launched from the same ship - this might have to do with the fact that drones cannot shoot your own cans anymore (what belongs to the same ship). The drone rep. bug i have reported but dunno if this is meant to be in revelation.

As any other I ofc have alot of oppinions on have things should be, but I will keep em to myself - the two points I have stated is fact and I dunno if it was meant to be like this. Please enlighten me.

slothe
Caldari
Jian Products Engineering Group
Atlas.
Posted - 2006.11.30 16:25:00 - [2]
 

1. cyno ships were always meant to be vulnerable when creating a field. the fact they havent been so far was a bug. the bug has now been fixed. train a recon.

2. repair drones should as far as im aware never be able to fix the hosts own ship or objects belonging to it. this also sounds like a fixed bug.

DeMundus
Beyond Divinity Inc
Excuses.
Posted - 2006.11.30 16:29:00 - [3]
 

Originally by: slothe
1. cyno ships were always meant to be vulnerable when creating a field. the fact they havent been so far was a bug. the bug has now been fixed. train a recon.


Then CCP should focus fixing the Cyno/Cloak bug - as I'm sure they are

maarud
The Scope
Posted - 2006.11.30 16:36:00 - [4]
 

Looks like we gonna need a POS on either end of the jumps now Sad

slothe
Caldari
Jian Products Engineering Group
Atlas.
Posted - 2006.11.30 17:04:00 - [5]
 

Originally by: maarud
Looks like we gonna need a POS on either end of the jumps now Sad


or something to defend the cyno generator.

better imho.

Smagd
Encina Technologies
Namtz' aar K'in
Posted - 2006.11.30 17:06:00 - [6]
 

Originally by: DeMundus
Originally by: slothe
train a recon.


Then CCP should focus fixing the Cyno/Cloak bug - as I'm sure they are


Except it's not on the Known Issues list, and I've got a feeling like another 100 bug reports won't get it there either, but feel free to try.

Some people have reported this bug right after the first Recons were seeded on Sisi and that's been almost a year ago.

On training Recon: I believe the commonly favored two Cyno ship classes are cheap throwaway frigs (if you want to get the cyno beacon out of space kill it yourself and scoop remains) and transports (due to builtin WCS, speed, decent survivabilty and good cargo for capital ship fuel).

Fortunately Force Recons are fun enough even without using their 4th bonus.

Reatu Krentor
Minmatar
Void Spiders
Fate Weavers
Posted - 2006.11.30 17:08:00 - [7]
 

It's silly that someone is forced to be immobile waiting for 10 mins(5 in a recon) for the cyno to end or to get blown up. It promotes the use of disposable alts in disposable ships. Seriously who would really want to use a recon when for 5 minutes it paints a huge target on the map and in the system that says "juicy target, shoot me!"
Now if it could be changed so it doesn't immobilize you but rather launches a probe that generates the cyno.

Davlin Lotze
Raging Destruction
N.A.S.A
Posted - 2006.11.30 17:58:00 - [8]
 

Edited by: Davlin Lotze on 30/11/2006 17:58:51
Originally by: slothe
Originally by: maarud
Looks like we gonna need a POS on either end of the jumps now Sad


or something to defend the cyno generator.

better imho.


In all seriousness, have you ever even come within spitting distance of moving cap ships or hell, even perhaps flown a capship yourself?

Cyno ships need to either be invulnerable and untargetable during cyno field generation OR they should be able to dock or jump after crapping the field out.

Fixing the cloaking issue with recons will not help because you'll always be able to decloak a force recon that is mid cyno cycle by getting within 2km of it.

Of course all this could be whisked under the carpet by taking cynos off the map and out of local\overview. Make people have to scan for them at least.

What should be sought out here is BALANCE. Not some turkey shoot that slothe I believe is looking for that is balance completely against cap ship owners and those who help move those ships.

SausageBag
Posted - 2006.11.30 18:27:00 - [9]
 

A buddy of mine flies recons and we had him generate a cyno for someone else on the test server. Being sadistic and all that, I decided to blow him up. I was thoroughly suprised, however, when he proceded to target and fire on me. The "defenseless" cyno ship blew me up. I don't believe this was possible before. I am also not sure if other ships besides recons can do this.

Simon Jax
Gallente
Battlestars
GoonSwarm
Posted - 2006.11.30 18:28:00 - [10]
 

I thought one of the "purposes" of requirnig capital ships to use cyno fields was to keep people from "sneaking" capital fleets into a system. i.e. - making it easy to find them and able to react quickly to their presence.

I may be wrong. But truly, 10 minutes is a long-ass time of absolutely no fun. Even 5 minutes seems pretty damn long when you aren't able to do anything.

Hollow'Point
PRIK TECH
Posted - 2006.11.30 19:31:00 - [11]
 

With the new warp to 0km option this shouldn't be a big deal.

The cyno generating ship can bring a ship into system at a safespot and the Cap Ship can warp itself at 0km to station. Yes the cyno ship is still prone to probing, but it's still much safer than sitting outside the station for 5-10 minutes.

And on the other hand, who's moving Cap Ships with hostiles in the system anyway? And if you're bringing them to a fleet battle it's a risk you were taking already. Bit of a moot argument IMO.

Hugo Kaviene
Copia-WarRages Armaments
Legion of xXDEATHXx
Posted - 2006.12.01 05:29:00 - [12]
 

Edited by: Hugo Kaviene on 01/12/2006 05:34:05
Please do correct me if I am wrong.

Last time I made a cyno field, it showed up on the overview???? Which means you can warp there from anywhere in system...

So opening it up in front of station or in the middle of space means nothing because you don't need to scan for a cyno generating ship (since it will be right next to cyno field, and anyone can see the field on their overview)

Nybbas
Guiding Hand Social Club
Dystopia Alliance
Posted - 2006.12.01 06:36:00 - [13]
 

what ticks me off here is the fact that drones cant shoot cargo containers, (or ship wrecks) which is absolutely ridiculous... and as far as i know drones STILL Cant blow up PODS either...

Smagd
Encina Technologies
Namtz' aar K'in
Posted - 2006.12.01 10:36:00 - [14]
 

Originally by: Nybbas
what ticks me off here is the fact that drones cant shoot cargo containers, (or ship wrecks) which is absolutely ridiculous... and as far as i know drones STILL Cant blow up PODS either...


And that is on topic ... how?

Smagd
Encina Technologies
Namtz' aar K'in
Posted - 2006.12.01 10:40:00 - [15]
 

Originally by: SausageBag
A buddy of mine flies recons and we had him generate a cyno for someone else on the test server. Being sadistic and all that, I decided to blow him up. I was thoroughly suprised, however, when he proceded to target and fire on me. The "defenseless" cyno ship blew me up. I don't believe this was possible before. I am also not sure if other ships besides recons can do this.


Hmm interesting. Maybe I'll try that a bit.

Something else that can work in low sec is setting up cyno fields in a murder of a passive tank (say Ferox) under sentries. People can shoot you, but they'll have to tank sentries.

James Duar
Merch Industrial
Goonswarm Federation
Posted - 2006.12.01 11:49:00 - [16]
 

Couldn't we take the cyno-field indicators off the overview, but provide a notification in-system that a cynosural field is being generated. Something like "Stargate Control reports 1 Cynosural field in progress" and then have the stargates give off some effect while it's going on.

And then 2: we allow cyno fields to be scannable under Cosmic Signature.

And finally 3: the probability of it being found (signal strength) gets determined by how much fuel is put into the cynosural field exponentially.

Keitaro Baka
Babylon Scientific and Industrial Enterprises
Babylon Project
Posted - 2006.12.01 11:59:00 - [17]
 

Imho cyno fields should remain on overview. However 10min and even 5min of just being a duck out there is absurd. The recon variant was made for this and should be rather safe for it. like 30 sec safe.. the disposable alt should be disposable say 3min.

I also petitioned about the repair drone issue, it is really silly and should be fixed asap. If they don't want you to repair your own drones, they should make it so you can't target them at all.

Chronus26
Team Laser Explosion
Molotov Coalition
Posted - 2006.12.01 12:27:00 - [18]
 

Two solutions I see in this thread I like:

1. Reducing the time the cyno is active for. I only ever use my Force Recon to Cyno is i'm positive I will be safe, at 80mil a ship its not worth it at all normally. Maybe include a time reduction on the Cyno skill?

2. Make cynos probable. Have a notification come up in they system when one is active or Put them on overview but dont make them warpable. Make people scanprobe them. the system isn't hard to use now, no reason why people cant.

Ishana
Minmatar
Eve Space Exploration Guild
Posted - 2006.12.01 12:32:00 - [19]
 

Originally by: Davlin Lotze
Edited by: Davlin Lotze on 30/11/2006 17:58:51
Originally by: slothe
Originally by: maarud
Looks like we gonna need a POS on either end of the jumps now Sad


or something to defend the cyno generator.

better imho.


In all seriousness, have you ever even come within spitting distance of moving cap ships or hell, even perhaps flown a capship yourself?


Trust me he has, don't worry about sloth's experience. he has plenty.
o/ sloth ;-)

Shayla Sh'inlux
Eve Space Exploration Guild
Posted - 2006.12.01 13:16:00 - [20]
 

Quote:

In all seriousness, have you ever even come within spitting distance of moving cap ships or hell, even perhaps flown a capship yourself?



Laughing LOLOLOLOLOL. Laughing

You do realize who you just said this to eh?

FYI Slothe is one of the first if not the first Dread Pilots in the entire universe. Maybe you should train Space Ship Command lvl 4 first before talking about big boys stuff.

Seriously.

Sykosys
Minmatar
Masuat'aa Matari
Ushra'Khan
Posted - 2006.12.01 14:00:00 - [21]
 

Originally by: DeMundus
Right over the last 2 days here is what I have found out:

1: Cyno makers now can't jump or dock while Cyno field is up, that means a normal ship with the cyno modul have to wait 10 min. to move - 10 min is rather a rather long time, its a easy target for anyone. Not even a carrier can defend most ships from a fast sniper. And saddly the cyno module aint cheap. Recon ships takes 5 min. but not every will train these up to move a capital. (5 min is still a very long time where you can't move)

2: Armor rep. drones can no longer be used to repair drones/fighters, if they are launched from the same ship - this might have to do with the fact that drones cannot shoot your own cans anymore (what belongs to the same ship). The drone rep. bug i have reported but dunno if this is meant to be in revelation.

As any other I ofc have alot of oppinions on have things should be, but I will keep em to myself - the two points I have stated is fact and I dunno if it was meant to be like this. Please enlighten me.



1) This was a bug and was not intended to work this way. It has been fixed. Cyno ships as stated above by someone else are supposed to be vulnerable. Having a ship drop a cyno and then docking or jumping to avoid getting killed was not the way it was intended.

2) From what I have noticed all drones have been acting all quirky and buggy.


hewell
Posted - 2006.12.04 02:10:00 - [22]
 

hi all,
someone know if ccp 'll modify it again at the next patch??


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only