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blankseplocked Area of effect weapons should decloak ships
 
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Aquana Abyss
Posted - 2011.07.31 11:26:00 - [1]
 

Very simple:

Smartbombs, bombs, ECM bursts should all decloak ships within their limited effect radius.

NB. This does not include the gatejump cloak timer, only those using cloaking device modules.

Camdelma
Gallente
In Bacon We Trust
Posted - 2011.07.31 12:53:00 - [2]
 

They do.

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2011.07.31 13:08:00 - [3]
 

CCP has given it thought, since these are in the database. The fact they aren't in game, says they thought about it, and decided against them.

Pros and Cons aside, it would be interesting to hunt Cloaks. A way to get on grid, and then wander about using one of these pulses to find them.


As for the current AOE, try using smarties. They will decloak eventually... when they explode Twisted Evil

PointlessWitch
Posted - 2011.07.31 23:35:00 - [4]
 

Edited by: PointlessWitch on 31/07/2011 23:35:56
Originally by: Marcus Gideon
CCP has given it thought, since these are in the database. The fact they aren't in game, says they thought about it, and decided against them.

Pros and Cons aside, it would be interesting to hunt Cloaks. A way to get on grid, and then wander about using one of these pulses to find them.


As for the current AOE, try using smarties. They will decloak eventually... when they explode Twisted Evil


A way to sort out the cons are fairly simple i think.

A) The de-cloaking effect of the module doesn't happen till the end of a 30 (decreasing by meta/tech) second cycle
B) A fixed Maximum range of a decloaker is 25km (+ Officer Mods could have a longer duration for increased range)
C) There is an obvious effect emitting from the ship when the de-cloaker is activated before shooting out a burst effect at the end of the cycle.
D) Ships with an active session change are not effected by this module. (its a way to catch scouts and SB, not catch people off guard)


Nezumiiro Noneko
Posted - 2011.08.01 01:05:00 - [5]
 

Edited by: Nezumiiro Noneko on 01/08/2011 01:06:41
put some guard drones on a fast ship. Slight range difference but....guard drones buzzing around your fast agile frigates/cruisers will be close to the range of an aoe weapon. Drone declaoks cloaky, make cloaky go boom, ????, profit. If a piewat worried about gate guns...decloak doesn't get aggro. Just remmember to divy up lootz to them end of the night since may not show up on any killmails...but you would have less killmails without him. Not bringing those smaller faster rides for this trick is not a game mechanic problem, its a fleet composition one.


Also if doing a proper bomb run bombs will kill off any cloakies. Only cloaky capable of living might be a bs. Been away a bit, but unless fits have gone down hill that much, short of a black ops....I am not seeing the major alliances nerfing bs fits to run cloaks. And if a cloaked bs (whose speed sucks uncloakaed, cloak makes it much slower) snuck by,...man lets be honest, dude earned his break. BS are much harder to make that mwd spank and cloak trick work than say a recon.

Elvis Preslie
Posted - 2011.08.01 11:46:00 - [6]
 

Edited by: Elvis Preslie on 01/08/2011 11:48:00
Im all for this and I use covert ops a lot. They do need to fix the bug, FIRST, where the covert ops ships dont like to ALWAYS warp to within 0km. Half of the time it warps to 2200m or so and wont automatically uncloak itself to jump or dock.

Ill hit "D" key to dock at a station, where it warps to the station first, and I get the message " you cannot dock because you are cloaked". It should uncloak before it even tries to dock because it was suppose to warp to 0km from station, closer than 2000m - the default that uncloaks everything. I have had to start turning off cloaking in mid warp to gates and stations.

Ciar Meara
Amarr
Virtus Vindice
Posted - 2011.08.01 12:00:00 - [7]
 

Originally by: Marcus Gideon
CCP has given it thought, since these are in the database.


Something like that, only fittable on destroyers (or even tech I frigates) would be nice. And would give destroyers a real purpose.

Taz911
Mind Games.
0ccupational Hazzard
Posted - 2011.08.01 12:08:00 - [8]
 

I like the Idea however the decloak range should be under 10k due to, that gate camps can close down a system completely with a 15km decloak.

Robert Caldera
Posted - 2011.08.01 12:30:00 - [9]
 

another "nerf cloaks" thread.
It has been discussed a trillion of times on the forums.
Use the search function.

btw. no nerf is required.

Gypsio III
Dirty Filthy Perverts
Posted - 2011.08.01 14:32:00 - [10]
 

All this does is make gatecamping easier. This is not desirable.

Aquana Abyss
Posted - 2011.08.02 11:27:00 - [11]
 

Originally by: Robert Caldera
another "nerf cloaks" thread.
It has been discussed a trillion of times on the forums.
Use the search function.

btw. no nerf is required.


Hi Robert,

Another "I'm an idiot with nothing to add" post from you.... Search your post history for more.
Now F... Off.
Thanks!

As to the rest of the discussion I think having a new specific module would be wrong for decloaking.

Area of effect modules already exist and are generally scaled for ship sizes. Perhaps make ECM burst (decloak ability) only work on a BS out to optimal (15km) - Fitting them on cheap frigs etc that can warp off gate quickly would be zero risk and like others said, potentially could shut down systems entirely not even allowing cov ops to come in.

And no, its not a NERF CLOAKS thread. Cloaks remain fine and useful as ever. It is a "boost" ECM burst/smartbombs usefulness making them more useful in more situations.

The fact that in low sec cloaky haulers and even cloak/mwd battleships are 99% invulnerable, and T3 gatecamps that can just deaggro when the **** hits the fan (due to massive EHP) jump then cloak/escape every time is imbalanced. If you can't see that then I pity you and your imbalanced vision.

Robert Caldera
Posted - 2011.08.02 11:52:00 - [12]
 

Originally by: Aquana Abyss

Another "I'm an idiot with nothing to add" post from you.... Search your post history for more.
Now F... Off.
Thanks!

I whould suggest you get the f*ck out here if you are too stupid to search forums. The idea has been discussed a lot and its still terrible. And YES IT IS ANOTHER NERF CLOAK THREAD, as you are proposing a pointless CLOAK NERF!

annab
Amarr
Dromedaworks inc
Test Alliance Please Ignore
Posted - 2011.08.02 12:41:00 - [13]
 

I'm ok with giving people a decloak mod as long as the area of affect is not to large otherwise cloaks in low/null sec as intel tools become useless.
Also local would have to go as then the decloaker has too much intel.




Aquana Abyss
Posted - 2011.08.02 13:04:00 - [14]
 

Originally by: Robert Caldera
Originally by: Aquana Abyss

Another "I'm an idiot with nothing to add" post from you.... Search your post history for more.
Now F... Off.
Thanks!

I whould suggest you get the f*ck out here if you are too stupid to search forums. The idea has been discussed a lot and its still terrible. And YES IT IS ANOTHER NERF CLOAK THREAD, as you are proposing a pointless CLOAK NERF!


I suggest you gtfo of here you moron. Just because there has been threads about this in the past makes this discussion thread no less relevant. Now go take your medication you idiotic little troll.

Aquana Abyss
Posted - 2011.08.02 13:09:00 - [15]
 

Originally by: annab
I'm ok with giving people a decloak mod as long as the area of affect is not to large otherwise cloaks in low/null sec as intel tools become useless.
Also local would have to go as then the decloaker has too much intel.



Now this is pretty much what I think a lot of people agree with. Noone wants to ruin cloaks or their usefulness, but another counter to them in certain situations would be fun/useful/sensible.

Perhaps 15km is too much, given a BS could then sit in the gate structure and cover most jump in/then cloak'ers - yeah 10km seems fairer so perhaps multiple BS with ECM burst would be needed.

Bienator II
Posted - 2011.08.02 13:11:00 - [16]
 

this could be coupled with fun gameplay mechanics. for example:

decloak bursts have large range but the effect depends on the distance to the cloaked ship
- e.g. 20km distance will decloak the ship only for a fraction of a second
- <5km will decloak it long enough to be targeted

this way its still easy for non AFK pilots to still get away if they want to.

Ogogov
Gallente
Test Alliance Please Ignore
Posted - 2011.08.02 13:26:00 - [17]
 

De-cloakers should be available as a POS/SOV upgrade and ping the whole system, using up strontium.

It should be relatively expensive to use and only cost-effective in high trusec ratting capitals.

Robert Caldera
Posted - 2011.08.02 14:46:00 - [18]
 

Edited by: Robert Caldera on 02/08/2011 14:51:51

Originally by: Aquana Abyss
Just because there has been threads about this in the past makes this discussion thread no less relevant. Now go take your medication you idiotic little troll.


because there are already a lot of threads, your thread about the same topic deserves a separate existing of course because you're special, fuggin rtard

Originally by: Ogogov
De-cloakers should be available as a POS/SOV upgrade and ping the whole system, using up strontium.

It should be relatively expensive to use and only cost-effective in high trusec ratting capitals.

also a frequently discussed idea. Bad, because rendering "ratting capitals" way too safe.

Mag's
the united
Negative Ten.
Posted - 2011.08.02 16:27:00 - [19]
 

Originally by: Aquana Abyss
Very simple:

Smartbombs, bombs, ECM bursts should all decloak ships within their limited effect radius.

NB. This does not include the gatejump cloak timer, only those using cloaking device modules.
Why?

Aquana Abyss
Posted - 2011.08.02 19:30:00 - [20]
 

Damn, it seems we've been shot down by the ideas police....

Oh no guess we should all just stop posting because the ideas have been posted and discussed before. Damn.... Thanks Robert for your hard efforts at rabble control. lol u mad bro? "don't hurt me afk cloakzzz"!

Hah pathetic troll.

Shipman6
Posted - 2011.08.02 21:47:00 - [21]
 

Why not a sonar Module that can ping out cloaked ships on grid using the tactical display, just have a blip show up in the area the cloaker is in and then the ship can travel to the cloaker ping and decloak it. Possibly even make the blip able to be seen fleet wide. Maybe make it to where multiple ships need the module to get an accurate reading much like scanner probes. This would keep all ships that are cloaked at safe spots to remain undetaectable but as soon as it warps to say a ratters grid the module will pick up the ping if its activated and warn the ship a cloaker is nearby.

Monstress
Posted - 2011.08.02 23:15:00 - [22]
 

Originally by: Shipman6
Why not a sonar Module that can ping out cloaked ships on grid using the tactical display, just have a blip show up in the area the cloaker is in and then the ship can travel to the cloaker ping and decloak it. Possibly even make the blip able to be seen fleet wide. Maybe make it to where multiple ships need the module to get an accurate reading much like scanner probes. This would keep all ships that are cloaked at safe spots to remain undetaectable but as soon as it warps to say a ratters grid the module will pick up the ping if its activated and warn the ship a cloaker is nearby.


First, grid sizes are variable and can be manipulated to encompass large areas beyond even 10,000 kilometers. Second, being able to decloak cloakies on grid partially defeats the purpose of recon.

While being able to use your d-scan to do your basic recon is extremely useful, being on grid is helpful to FCs who need to know what the targets are doing (are they stuck in a bubble, how far from the gate are they etc).

I do agree that there should be some way to decloak cloaked ships within a small radius though.

Corina's Bodyguard
Posted - 2011.08.02 23:58:00 - [23]
 

Um... any hostile module that hits a ship will decloak it.

I've been decloaked by smarties before at least.

ShahFluffers
Ice Fire Warriors
Posted - 2011.08.03 01:07:00 - [24]
 

Originally by: Aquana Abyss
Damn, it seems we've been shot down by the ideas police....

Oh no guess we should all just stop posting because the ideas have been posted and discussed before. Damn.... Thanks Robert for your hard efforts at rabble control. lol u mad bro? "don't hurt me afk cloakzzz"!



It's more the fact that it's really annoying to see yet another thread on the same subject with the same idea(s) and the same arguments over and over again.

And it's not that we don't like discussion... we just don't like it being spammed and uninformed.

Here is what I found on the first page(s) of a search(es) I ran on this subject on http://www.eve-search.com/:

[Features and Ideas]

Idea for a cloak counter

Nerf AFK Cloaking

To Fix Cloaking

Stealth bombers and the need for cloak detection

Anti-cloaks and AFs

'De-cloaker Bombs' and 'Invulnerability Projectors'

[Assembly Hall]

AFK CLOAKERS, ENOUGH IS ENOUGH

[Proposal] AFK Cloaking Solution - New Module

[Proposal] AFK cloakers countermeasures

[Proposal] Cloaking Compromise

[Idea gathering] Cloakers

Nezumiiro Noneko
Posted - 2011.08.03 02:34:00 - [25]
 

Edited by: Nezumiiro Noneko on 03/08/2011 02:37:53
Edited by: Nezumiiro Noneko on 03/08/2011 02:35:20
Originally by: ShahFluffers
It's more the fact that it's really annoying to see yet another thread on the same subject with the same idea(s) and the same arguments over and over again.



Made more annoying by the fact this won't even solve the problem of afk cloaky. Unless a moron....afk cloakies don't sit thier ships in spots they can be bumped out of cloak easily.

I'll be nice, poof....they have their 15km cloaky finder. Okay your cloaky is the deep safe spot variety afk'er. He picked 3 planets, triangulated a safe spot somewhere in the center of the triangle they create. Call me jaded, but something is telling me cloaky hunters are not going to spend hours finding which 3 celestials they triangulated from (thats also assuming they pick the same midpoints made in mid warp to get there).


Or he doesn't cloak right at warp to 20 and sit. he warped to 30, shifted leftish 100 kms....went up 30 kms then went diagonal left for 40 km's. Still on grid, but unless you scour every m3 of space around your station, pos, or jb....you won't find him. Again call me jaded...most will not be motived to slowly hit every part all around an item in a 20 km radius...let alone 150km's out. Hell...doing this crap in the confines of a bubble sucks ass, ask me to go dredge the space around the 4 pos' in system to see if they are there....I'd tell you to go suck an egg myself most likely.


And the grid decloak idea....isn't an afk counter. Its a disguised I hate bombers and recons idea. One most lose the day they get into recons and bombers.

Belongto Ha
Posted - 2011.08.03 13:56:00 - [26]
 

from what I gather from all the threads in regards to this matter is there needs to be a counter to the ability to cloak. Not one that makes cloaking useless, but one to prevent AFK cloaking. Its come up a lot because its not a logical thing to have in the game. How could you have a ship that will sit there forever until they are ready to do something. Something to find them if they aren't active and need to move often. Pinging their location with a POS, a mod that can decloak a ship within a certain range. These two would work to keep afker's from exploiting part of the game.


 

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