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Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2897
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Posted - 2013.09.25 18:52:00 -
[1] - Quote
Cynosural Manipulation Skill:
The ability to shield a cynosural field from detection as a beacon on the overview, for part of it's activation time.
How it works: For each level of the skill, you can shift 20% of the activation period over into a warmup function. A maximum of 90% is possible, the last level only bringing a 10% increase over the previous 80% possible. This warmup function places no beacon on the overview, however, it still places the cyno event on the local grid quite visibly. A right click setting on the cyno module lets you set this duration to whatever level your skill permits.
The warmup function does NOT permit any ships to jump over. It is trading an inert cyno field for more discreet usage.
Your ship is STILL locked down for the duration of the cyno field, warmup and live.
When the cyno field DOES go live, then a beacon is established on the overview, and ships may lock onto and jump to the cyno field. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
HiddenPorpoise
BG-1 The Craniac
72
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Posted - 2013.09.25 20:51:00 -
[2] - Quote
If you want a short cyno time use a recon. |
Gigan Amilupar
Legion of Darkwind
11
|
Posted - 2013.09.25 23:03:00 -
[3] - Quote
I'm having trouble deciding what to think of this. On one hand, it's conflicting with the role of covert cynos by allowing for shorter and thus "safer" cyno use. On the other hand, it's pointless seeing as most groups just jump to cynos immediately anyways. Why would you make a cyno people couldn't use right away, even if it was hidden? I don't see how it could possibly be better then just hopping on teamspeak and saying "Cyno's going up". Either it's broken or it's useless, so either way, no. |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2900
|
Posted - 2013.09.26 13:59:00 -
[4] - Quote
HiddenPorpoise wrote:If you want a short cyno time use a recon. The recon would enjoy a possible 30 second exposure time, rather than 1 minute, at max skill.
To assume I had not considered this is short sighted. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2900
|
Posted - 2013.09.26 14:03:00 -
[5] - Quote
Gigan Amilupar wrote:I'm having trouble deciding what to think of this. On one hand, it's conflicting with the role of covert cynos by allowing for shorter and thus "safer" cyno use. On the other hand, it's pointless seeing as most groups just jump to cynos immediately anyways. Why would you make a cyno people couldn't use right away, even if it was hidden? I don't see how it could possibly be better then just hopping on teamspeak and saying "Cyno's going up". Either it's broken or it's useless, so either way, no. Shorter and "safer"... consider instead the original expected use of cynos, and why certain ships have bonuses to time.
Now, add in a skill, that specifically only caters to this obvious use, and is useless for hot drops. (Yeah buddy, you wait here 8 more minutes, and my friends are gonna pour all over you... 8 minutes to hot drop o'clock... yep...)
Now add in that the ships bonused for cyno use, regular cyno use specifically, can make better use of this skill than other ships.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2915
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Posted - 2013.09.30 17:38:00 -
[6] - Quote
Bump Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
Trii Seo
Sabotage Incorporated Executive Outcomes
149
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Posted - 2013.09.30 18:32:00 -
[7] - Quote
I honestly have a mixed opinion on that too. It does seem like a cool idea initially - despite all the things you may think. It won't help in capital drops, since you can't jump to a pre-warmup cyno anyway and is quite cool.
However, it's still visible on grid. In most cases, travelling capitals are cynoed on station grid to allow immediate docking - in this case, the Cyno would be visible anyway and easy to kill. There's only one use that would have and it's replacing suicynos when dropping things behind the enemy lines.
All in all, it would require coding in the adjustment mechanic - for something largely redundant. Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |
Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2920
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Posted - 2013.10.01 13:34:00 -
[8] - Quote
Trii Seo wrote:I honestly have a mixed opinion on that too. It does seem like a cool idea initially - despite all the things you may think. It won't help in capital drops, since you can't jump to a pre-warmup cyno anyway and is quite cool.
However, it's still visible on grid. In most cases, travelling capitals are cynoed on station grid to allow immediate docking - in this case, the Cyno would be visible anyway and easy to kill. There's only one use that would have and it's replacing suicynos when dropping things behind the enemy lines.
All in all, it would require coding in the adjustment mechanic - for something largely redundant. As an alternate tactic, and I know this probably won't be popular with two account cap pilots, use a recon.
max out the skill: the cap goes live with only 30 seconds on the beacon, cap jumps through, everyone is fine.
The alternative in use right now is a disposable ship, too often used with the expectation it will be sacrificed to someone bored. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
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