Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jenny Spitfire
|
Posted - 2006.05.10 18:11:00 -
[61]
Originally by: CaptainSeafort tadda! fit a nanofibre megathron, 1x smartbomb, and a MWD, webber, disruptor, and lotsa frig-sized blasters =)
Easier said than done, eh? ---------------- RecruitMe@NOINT! Corporate Consultation Services |
HippoKing
|
Posted - 2006.05.10 18:16:00 -
[62]
i always found the best way is light drones and a MWD
Using the tactical overlay if you see them cloak is helpful too.
Still, i think that maybe a method of scanning for cloaked ships which took time and ISK like scan probing would be cool.
|
Nee'kita Frist
|
Posted - 2006.05.10 23:01:00 -
[63]
Originally by: HippoKing Still, i think that maybe a method of scanning for cloaked ships which took time and ISK like scan probing would be cool.
Probing in my opinion is too easy to detect a cloaked ship when its in your vincity, maybe for its hiding in the solar system but within the vincity I would prefere a more local approach.
As I keep saying I don't want to see a fire and forget method to detecting a cloaked ship, that is too easy a solution and method. --------------
I'm just bitter |
cheese390
|
Posted - 2006.05.12 05:42:00 -
[64]
no offence, but when I'm runnin covert ops, I'm usually far enough away that no one can target me or im lined up towards a warpable object while gaining distance from who/what I'm watching. And if you did decloak this CO ship, what's to stop it from warping away quickly, recloaking in mid warp and returning? ----------------------------------------------------------------------------------------------
|
xgalaxy
|
Posted - 2006.05.12 06:20:00 -
[65]
Having just a module, able to decloak a ship, is dumb. Like was said earlier, a decloaked covert/recon ship is a dead ship.
At the very least, it should be a specialized ship with a specialized module. Because that is what is required to use a covert/recon ship in the first place.
Personally, I think logistics ships are suited perfectly for this. Give them the ability to use a specialized module that can interrupt a ships cloak within a certain radius, with a new skill that increases that radius.
-- xgalaxy |
Hectaire Glade
|
Posted - 2006.05.12 08:28:00 -
[66]
Sort out the choke point problem of gates and there wouldn't be soo many people running around with cloaks.
Before you flip your teddy from the proverbial pram, this game NEEDS more people entering the riskier areas of space, currently the risk is excessive, cloak allows people to head out and create instas + other preservation boosts, scouting out camped gates etc.
"PVP is getting boring", well guess what, there is a huge ammount of people who currently live in safe space because the dangers of low sec when in a small non-allied corp is way too large. This is the next generation of people to fight, but we need to make the transition to low sec less risky. Low sec profit does not outweigh the risk to ship and 'plants for a significant proportion of the players today, unless they join a large allied corp.
Low sec should carry some risk, but currently its a death trap through the choke systems unless you have instas or a cloak or are seriously skilled/tooled up.
People without Instas are fodder right now, cloaks are about the only active protection which requires relatively little training that allows you to begin to move out of safe space.
I sympathize that you arn't getting the usual rate of people to griefgank at your choke point. PVP should be around assets in a system, not around the gate, fix this issue and they a counter to cloaks such as a long range probe would be a valuable addition to the game.
|
errorist
|
Posted - 2006.05.12 10:01:00 -
[67]
okey now i mind sound a little bit weak or sum thing like that, but all these uncloaking things might be abused, simply by sitting at the gate having a a ship sitting and uncloaking ships If something is hard going, its not worth doing |
Bowwow Meow
|
Posted - 2006.05.12 13:55:00 -
[68]
I have thought for a long time that we need a ship/module designed to locate cloaked ships.
My thought is a 'ping' module that sends out some kind of sonar pulse. This pulse would not decloak a cloaked ship (forcing the pilot to decloak), but will show the ship in space as if it were decloaked for 2 seconds. Like the roid scanner it would make a sound that everyone within range can hear to know they have been 'pinged'.
This module would be best placed on a Logistics ship, making the ship more appealing to take out on fleet engagements. The cooldown would be long, two possibly three minutes, and the cap consumption would have to be high. This still gives covops pilots a window of oppertunity to do what they need to do when there is a Logistics ship around.
|
Alain Josviar
|
Posted - 2006.05.12 14:01:00 -
[69]
Originally by: Sarmaul Edited by: Sarmaul on 09/05/2006 22:35:51 this is like one of the stab threads. everyone always used to say if you don't want to get ganked, fit stabs or bring a scout. now people are fitting stabs and bringing scouts everyone complains
QFT.
|
Nee'kita Frist
|
Posted - 2006.05.12 14:46:00 -
[70]
People seem to be missing the point on my ideas (at the last few post seem directed at them and others in this thread.)
My ideas require you ACTIVELY search for a cloaker, from a stationary position, you cannot for example sit at a gate with the pulse scanner and uncloak everyone since its 360 degree angle is a 5km range only. Plus the pulse does not decloak the ship but "lights" it up. The ship remains cloaked until shot apon.
The sensor net requires at least 4 ships to work to form the "net" so to speak, even then it has to move about to do a sweep (two central ships, orbit ship at 35km, and theres your sweep)
These aren't forget and fire as I've been constantly saying. ANYTHING that decloaks a ship NEEDS to have active player sacrifice or participation.
--------------
I'm just bitter |
|
Tozmeister
|
Posted - 2006.05.12 14:51:00 -
[71]
I suggested this very thing (a decloaking burst module only fitable to destroyers) last November in the ideas section and got universaly ignored.
guess I should have posted it in the 'ships and modules' section.
I expect my suggestions for Mk2 Interceptors will go the same way, oh well......
ps, i'm good for cheese/cookies, thanks anyway. ---------------------------------------------------
The Braying sheep on my TV screen Make this boy shout, make this boy scream - The Jam (1980) |
Taketa De
|
Posted - 2006.05.12 15:20:00 -
[72]
If something is developed to allow findg cloakers it should take time, even if the location of the cloaker is about known. People should still be able to use cloaks and intelligence to run gate campes, where the current risk of getting decloaked by close ships is large enough.
--- The Advanced Drone Control Panel. |
Foomanshoe
|
Posted - 2006.05.12 15:39:00 -
[73]
This isnt going to solve your problem sorry.
If you manage to pop the scout you think hes going to report the system safe? All your going to accomplish is getting 1 kill.
If your enemies are being cowards you need to bait them or your still not going to get fights.
or fight them while outnumbered works too.
For example we were fighting some corp who would always dock or run to pos's when we entered system, so we went with 3 bs'es and waited at the station until they managed to man enough people that they thought they could take us. Finally 8 of them attacked us and we managed to kill 5 of them while loosing 2 of our bs's.
Ya your not going to win all the fights without taking any losses by letting the enemy outnumber you but if they are so afriad of fighting on even terms they probably suck enough that you can still take out a decent number of their ships while being outnumbered.
On the other hand if you are trying to engage them while outnumbering your opponent and you wonder why they arent willing to attack, you should re-evaluate who is the coward. _______________________________________________ Deadspace For Dead space!
Originally by: Oveur
To the nerfmobile!
|
Clavius XIV
|
Posted - 2006.05.12 16:01:00 -
[74]
PvP is boring beacuse the people you are fighting are people who care more about killboards/winning rather than actualy fighting (or you outmatch your opponent, either way leading to boring "PvP"). No amount of game changes is going to make people with this mindset fight.
Having said that your proposed changes won't solve the issues with a covert sitting 200km of the gate, or even sitting off grid afk in local.
Perhaps allowing scan probes to probe cloaked ships, and then adding a module that when active lets cloaked ships show up on the system scanner. You'd still have little chance of catching a non-afk cloaked ship (which is fine tbh), but you could actualy catch alts and afkers
|
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |