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ropnes
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Posted - 2009.09.27 13:15:00 -
[1]
IMO it's currently too easy to cyno to a station / gate / pos. "Too easy" is in this case the same as "risk free".
I propose that normal cynos should not be able to be activated within 250km of an anchored structure in space (pos / station / gate). A new T2 cyno gen would be added to the game but it would cost a lot more and have higher fitting requirements (perhaps same as black ops cyno). The T2 cyno gen should also have a 30-60s delay after activation during which it cannot be jumped to.
The purpose of this change would be to stop people from cynoing around their caps for personal use with total impunity.
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Hull Blaster
Gallente Missions Mining and Mayhem Chain of Chaos
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Posted - 2009.09.27 15:27:00 -
[2]
Risk free? In the sense that everyone and his granny can see the cyno on the overview? Did you recently loose a POS to a cap fleet by any chance? lol wasn't my corp was it?
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King Rothgar
Death of Virtue MeatSausage EXPRESS
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Posted - 2009.09.27 16:44:00 -
[3]
I'd change it to 10-15km, not 200. I'd also remove warp to 0m and revert to 15km base. This includes bookmarks, so no cheating there. You would be dumped out 15km in a random direction btw. So trying to be clever and making a bookmark 15km behind the object you are planning to warp to is out, then you might find yourself 30km away. -----------------------------------------------------
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Grumples McGee
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Posted - 2009.09.28 17:40:00 -
[4]
Edited by: Grumples McGee on 28/09/2009 17:42:51 I'm sure he means "risk free" in the sense that you drop the cyno right next to a station and then the freighter jumps in and can immediately dock without any risk of being attacked.
Basically I think he wants a chance to kill the freighters that cyno in. If they had to cyno in some distance away and then warp to the station you'd have a chance of catching them in a warp bubble or just grabbing them at the cyno spot before they could align and warp out.
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Incidentally, an easier solution and one I'd like better is that when you jump in, you always end up 500 km away from the cyno in some random direction.
No more jumping in ships right on top of a station so they can immediately dock.
No more jumping ships right on top of someone's head for the ultimate in unstoppable blob ganks.
Jump gets you into the system and then you have to warp to your real destination, just like you do with a warp gate.
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ShadowMaster
Gallente
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Posted - 2009.09.29 01:43:00 -
[5]
Originally by: Grumples McGee Edited by: Grumples McGee on 28/09/2009 17:42:51 Incidentally, an easier solution and one I'd like better is that when you jump in, you always end up 500 km away from the cyno in some random direction.
That would put you off grid of the cyno, making it kinda easier in the end. Jump in and you have lots of time to align your frieghter and warp before some one checks all 20+ possible grids you landed in. Also, a cap ship that can fit fittings can just cloak and never be found then. This does not solve the ops problem.
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Grumples McGee
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Posted - 2009.10.01 18:11:00 -
[6]
The real solution, then, would be that after a Cyno is dropped, it takes, say, 15 seconds before anyone can jump to it.
So either you jump in a fleet loaded for bear or your cyno dropper is paying close attention and can tell you whether or not it's still clear after time is up.
No more jumping in faster than anyone can react to the cyno. Currently, cyno jumping gives all advantages to the jumpers and none to the defenders. Is that what CCP intended?
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