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Bagehi
Association of Commonwealth Enterprises R.A.G.E
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Posted - 2011.03.23 18:28:00 -
[31]
Shouldn't be able to self destruct while a cyno is lit.
This signature is useless, but it is red.
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Sfynx
Caldari The Arrow Project Morsus Mihi
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Posted - 2011.03.24 23:24:00 -
[32]
Edited by: Sfynx on 24/03/2011 23:25:31 I propose that a ship lands at the cyno when the cyno is still there, and the jump is denied when the cyno is destroyed. A.k.a. simply fixing this bug.
There is no problem with self-destructing while lighting a cyno. The problem lies with jumping to a cyno that's disappearing. I suspect it's simply a race condition between checking if a jump can be done, and actually performing the jump.
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Anah Karah
Rage and Terror Against ALL Authorities
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Posted - 2011.03.27 06:42:00 -
[33]
i had no idea you could do this, as you can't SD with cyno up. Its really annoying sitting there for 10 mins waiting to be blown up.
THANKS OP!!
not supported sorry, although i do like some of the other ideas in this thread.
PS: If your biggest problem with this mechanic is that people are getting supers into level V missions, there is something seriously wrong.
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Equinox II
The Scope
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Posted - 2011.03.27 11:45:00 -
[34]
Originally by: Skanthra Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range
That would be great!
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Marconus Orion
S.E.G.W.A.Y.
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Posted - 2011.03.27 15:26:00 -
[35]
Originally by: Equinox II
Originally by: Skanthra Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range
That would be great!
I think I commented on this before but; That could put them in a bad situation, which I think would be great. Or it could put them out of harms way which would be rewarding them for the cyno guy dying. This I think would be bad. I think odds are that if there is a fight going on, most pilots will be in the destination that the cyno guy was in, or at least in the adjacent system. So unless they land in one of those systems, they would be in a safe system. Odds are if it was random it would be in a safe system for them.
Could be other penalties involved, like if you don't compete the trip, landing on grid with the cyno ship alive, all of your cap is put to zero, no matter if you were at 100% when you jumped.
Anyhow, if the cyno ship dies before you load system, it should put you in a bad situation of some kind. Either way, I am still for the self destruct canceling the moment the ship lights a cyno.
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Marlona Sky
D00M. Northern Coalition.
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Posted - 2011.05.13 20:13:00 -
[36]
Given the recent JB nerf coming and many people wanting super caps to get some nerf bat love, please consider this proposal again. Granted it is not a silver bullet fix, but a step in the right direction.
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Gizznitt Malikite
Agony Unleashed
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Posted - 2011.05.13 23:05:00 -
[37]
Edited by: Gizznitt Malikite on 13/05/2011 23:06:27 Hmmm.... I will support the following change: lighting a cyno cancels self destruct.
But I'm a huge fan of using collapsed cyno's to explore a solar system, and would be a sad-panda if such a mechanic disappeared.
*edit* Its a lot of fun to appear in the middle of the sun, and be ejected out at some insane velocity.... don't take that simple pleasure away from me!!!!
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Cheekyhoe
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Posted - 2011.05.14 01:00:00 -
[38]
Rather than saying no self destructs, how about the obvious one of leave the beacon visible even after the ship is destroyed.
Personally I ask in local to be blown up, people always think it's a trap but I hate being stuck in a frigate for 10 minutes.
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Marlona Sky
D00M. Northern Coalition.
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Posted - 2011.05.14 02:32:00 -
[39]
Originally by: Cheekyhoe
Rather than saying no self destructs, how about the obvious one of leave the beacon visible even after the ship is destroyed.
Personally I ask in local to be blown up, people always think it's a trap but I hate being stuck in a frigate for 10 minutes.
You can always initiate self destruct after you light the cyno.
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Assassin126
Minmatar
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Posted - 2011.07.11 22:37:00 -
[40]
this sounds kinda exploity so yeah something should be done, i like the evil idea of random system within jump range I have just updated my torpedoes with a new windows operating system guidance system, prepare to feel my wrath!! oh... my torpedoes are coming back towards me |
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Sinikka Huiputti
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Posted - 2011.07.11 22:53:00 -
[41]
does this mean the old online pos and jump just before it's online doesn't work?????
or you can no shoot cyno with other t1 frig no?
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foksieloy
Rockets ponies and rainbows
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Posted - 2011.07.14 11:04:00 -
[42]
Originally by: Skanthra Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range
And have them land at a gate. _______________________ The best thing in EvE is Barrage M. |
Argus Kell
Gallente Lost Enterprises... SOLAR WING
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Posted - 2011.07.14 11:58:00 -
[43]
I've never used Cynos so I may be way off the mark with this; but why not just make it that you can scan out Cynos? That way it doesn't matter if the ship gets destroyed; you can still scan out and warp to the intended entry point.
Argus
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Darryl Ward
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Posted - 2011.07.14 20:00:00 -
[44]
I'm not familiar with this mechanic. But if it's true it has my full support. Cyno shows on overview for a reason....
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AllYourBaseAre BelongToUs
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Posted - 2011.07.16 11:37:00 -
[45]
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Kazuo Ishiguro
House of Marbles
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Posted - 2011.07.16 12:35:00 -
[46]
Originally by: Sfynx I propose that a ship lands at the cyno when the cyno is still there, and the jump is denied when the cyno is destroyed. A.k.a. simply fixing this bug.
There is no problem with self-destructing while lighting a cyno. The problem lies with jumping to a cyno that's disappearing. I suspect it's simply a race condition between checking if a jump can be done, and actually performing the jump.
Or alternatively, if the cyno ship is destroyed after the check is made but before the jump takes place, have the jumping capital ship appear at the point where the cyno ship was last located (i.e. at the time the check was made) instead of at a random location. --- 34.4:1 mineral compression |
Last Star Fighter
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Posted - 2011.07.16 16:29:00 -
[47]
10 MINUTES TO KILL THE CYNO SHIP IS NOT ENOUGH TIME? TIME TO PLAY A DIFFERENT GAME DUE TO YOUR TERRIBLENESS ME THINKS. ***SPACESHIPS > ROBOTS*** |
Bugsy VanHalen
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Posted - 2011.07.16 16:59:00 -
[48]
Edited by: Bugsy VanHalen on 16/07/2011 17:03:13 I support this.
As far as I know you can not start self destruct after you lite the cyno. but you can activate the self destruct and then lite the cyno. This makes it so you can control how long the cyno is up by how long is left on your self destruct timer when you lite it. It defeats the whole purpose of having cyno show on over view,the 10 minute time lapse, and having the one liting the cyno locked there for 10 minutes. This is an exploit that needs fixed.
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Sabre Tek
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Posted - 2011.07.17 07:37:00 -
[49]
Thanks for the tip, didn't know I could do this trick ;-)
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Duchess Starbuckington
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Posted - 2011.07.17 11:46:00 -
[50]
Signed. _________________________________
ROCKET STATUS: FIX IN PROGRESS... |
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Marlona Sky
Caldari Provisions
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Posted - 2011.08.14 11:30:00 -
[51]
Back up.
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Malcanis
Vanishing Point. The Initiative.
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Posted - 2011.08.14 14:20:00 -
[52]
Originally by: Marlona Sky Edited by: Marlona Sky on 18/01/2011 14:46:34 Two things.
A lot of people get around not appearing at the cyno when jumping in their super capital by timing the opening of the cyno with a self destruct of the ship. Players wait till just a few seconds before their throw away cyno ship is about to self destruct, light the cyno and hit the jump with their super capital. So before the super loads the system, the cyno ship has exploded and they appear in some random safe spot in system, totally 100% safe and they can simply cloak up immediately.
Super capital owners have been using this tactic to sneak into systems, run level 5 missions among other things. All to avoid possibly being caught.
I say that if you light a cyno, any self destruct timer you have going is immediately cancelled.
Agreed.
However I still think that there should be a skill to reduce cyno duration.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
Marlona Sky
Caldari Provisions
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Posted - 2011.08.14 22:06:00 -
[53]
Originally by: Malcanis Agreed.
However I still think that there should be a skill to reduce cyno duration.
Well, you can always self destruct after you light the cyno. So 2 minutes iirc.
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