Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
RuleoftheBone
Minmatar Veto. Veto Corp
|
Posted - 2009.06.17 00:28:00 -
[61]
Hot news flash: OP 22 Kills....9 losses...none solo. All in T1 pap aside from the uber T1 Harby seen recently piloted for the first time.
All shall heed the OP's vast expertise and change the entire game to suit him.
|
Santiago Fahahrri
Galactic Geographic
|
Posted - 2009.06.17 12:44:00 -
[62]
Originally by: Guillame Herschel
Originally by: Denidil as it is right now cloaking is over powered.. you can sit there in 0.0 and be perfectly safe for hours cloaked - that's BS.
I don't need a cloak to be perfectly safe for hours in 0.0. All I have to do is dock.
Oh no! That can't be allowed. It's totally unfair to the rest of us if you're logged in and safe at the same time. NERF STATIONS NOW!!! |
RevrendStyx
Pilots Of Honour Aeternus.
|
Posted - 2009.06.23 02:08:00 -
[63]
Edited by: RevrendStyx on 23/06/2009 02:09:09
Originally by: Denidil So we all have experienced gate camping smacktards that don't go anywhere without a cloaking device. There is no way to counter a cloaker who can move.
My corpies and I were discussing earlier that there should be some module that can punch through cloak. Obviously it would need balanced - high CPU usage, skill requirements, ship can move while using it, who knows.. something to balance.
That way if you have a bunch of cowardly cloaking smacktards in your space you can actually hunt them down.
Wow man. You seem mad.
I've read 3 pages of the same thing. They are cowards..yada yada. Cloak ships are meant for cloaking, amirite? You don't need a module to help you. What you need is to stop being a nubbin and use your head. Those "cowards" are there to kill you, you know that. So use that to draw them in and spring your "tarpy tarp". If they are as lazy as you with their tactics then you'll catch them.
Buuuuuut I doubt it.
|
Vaneshi SnowCrash
|
Posted - 2009.06.23 03:27:00 -
[64]
No. Be fair, a covops ship can run around cloaked but to do anything offensive it needs to lose its main defence of being hidden.
If you get and keep a lock on it the thing can't skulk off again to lick its wounds.
Now if you'd suggested a POS module that sucked great gobs of CPU/grid from the tower to decloak something I might of been with you. But ship mounted not so much, unless it was the only thing the ship could fit, sucked your cap dry, worked close range, directionally and was chance based. |
Ana Vyr
|
Posted - 2009.06.23 14:19:00 -
[65]
A decloaking mechanic would have horrible implications for me in my Blockade Runner. I'm just trying to get from point A to point B without losing my cargo, and this is never a foolproof saftey net, especially in 0.0 where I operate. Unless you propose to somehow exempt BR's from being decloaked with this proposal, I would not support it. It's hard enough trying to dodge bubble camps withough somebody spamming a decloak cone all over the place.
|
Huge Midget
|
Posted - 2009.06.24 00:34:00 -
[66]
Originally by: Denidil So we all have experienced gate camping smacktards that don't go anywhere without a cloaking device. There is no way to counter a cloaker who can move.
My corpies and I were discussing earlier that there should be some module that can punch through cloak. Obviously it would need balanced - high CPU usage, skill requirements, ship can move while using it, who knows.. something to balance.
That way if you have a bunch of cowardly cloaking smacktards in your space you can actually hunt them down.
so we have all experienced ransoming someones ship and having them not eject and give you there ship, there is no way to counter this.
My corpies and i were discussing earlier that there should be some module that can force someone to eject. Obviously it would need balanced - only fit to T1 frigs and maybe only forces ejection on ships with faction mods, you know balanced.
That way if you get a cowardly victim that doesn't want you to take his ship you can steal it anyway
|
Xenophanes Colophon
|
Posted - 2009.06.24 04:41:00 -
[67]
Originally by: Huge Midget
so we have all experienced ransoming someones ship and having them not eject and give you there ship, there is no way to counter this.
My corpies and i were discussing earlier that there should be some module that can force someone to eject. Obviously it would need balanced - only fit to T1 frigs and maybe only forces ejection on ships with faction mods, you know balanced.
That way if you get a cowardly victim that doesn't want you to take his ship you can steal it anyway
Now if you'd suggested a POS module that sucked great gobs of CPU/grid from the tower to force eject someone from their ship I might of been with you. But ship mounted not so much, unless it was the only thing the ship could fit, sucked your cap dry, worked close range, directionally, and was chance based.
|
Hidden Snake
Caldari More-Cowbell
|
Posted - 2009.06.24 06:01:00 -
[68]
Guys please stop this thread ... Do not give the noob satisfaction ... It is kinda idiotic |
YorikR32
Gallente The Leather Knights Aegis Militia
|
Posted - 2009.06.24 09:23:00 -
[69]
Me, me, let me have my 2 cents now..
I am not a proponent of decloaking mechanisms as I think it is a majorly useful game mechanic. I however think that there should be a way to more closely locate a cloaked ship. Please read my idea and not flame me too hard.
- A ships can not be scanned with the on baord directional scanner, it could be good to get a probe that find a ship.
- Probes will not tell you what time of ship it is, but will give you a target result of "cloaked entity"
- Location is not a pin point, like with standard ship scanning and more probes need to be used to get the triangulation closer
- skills to use the probes, including 5% greater chance of discovery and 5% greater resolution of result
- Probes fall under current probe game mechanics
- can not be used to probe location of ships in gate cooll down cloak or emergency warp cloaked.
Benefits
- Allows ships to be scanned, but no idea of what type of ship it is
- Allows you to determine number of ships
- Means that stationary cloak camping is no lon ger a viable game tactic. Move or get found, if sitting still was an option, then the game would become stale.
- Have to have a probe launcher to find the cloakers
- You can safely cloak and keep moving between Safe Spots without being found.
Cons
- Will cause a few people to be found when they cloak up and AFK
- Would make cloaking in groups less attractive
- Cloaking gate camps would need to be moving quite fast
- Sort of nerfs the black ops a bit (again), but maybe these guys can be imune?
I think that is sort of balancin a bit. I have done both, cloaked and sat still with reds in system and been effectively nuetralised when cloaking reds are in system. I normally just go sit myself and an alt on the gates in HIC's or drop large bubbles on the gates to slow em down a bit. But this is not always a valid tactic. [Y] Yorik EVE is a game, THIS is real. |
Xenophanes Colophon
|
Posted - 2009.06.24 11:34:00 -
[70]
Cloaking is not broken. Leave it alone. Pirating is going to take something that is balanced and find a way to make it feel overpowered. It isn't overpowered. There is already a great way to break a cloak camp. It's a few smart bomb battleships. Adding a decloak mechanic like you're proposing will break alot of things in the game. One major one being cloaked cap and super cap ships. Quit trying to break the game just because you don't like it when people don't line up to be killed. |
|
War Kitten
|
Posted - 2009.06.25 19:22:00 -
[71]
Fabulous idea!
But for balance, make it a targetted module.
|
Pater Peccavi
Minmatar Cadre Assault Force
|
Posted - 2009.06.25 21:45:00 -
[72]
Originally by: Huge Midget
Originally by: Denidil So we all have experienced gate camping smacktards that don't go anywhere without a cloaking device. There is no way to counter a cloaker who can move.
My corpies and I were discussing earlier that there should be some module that can punch through cloak. Obviously it would need balanced - high CPU usage, skill requirements, ship can move while using it, who knows.. something to balance.
That way if you have a bunch of cowardly cloaking smacktards in your space you can actually hunt them down.
so we have all experienced ransoming someones ship and having them not eject and give you there ship, there is no way to counter this.
My corpies and i were discussing earlier that there should be some module that can force someone to eject. Obviously it would need balanced - only fit to T1 frigs and maybe only forces ejection on ships with faction mods, you know balanced.
That way if you get a cowardly victim that doesn't want you to take his ship you can steal it anyway
Sign me up for that ****!
Originally by: hi go Let the human be very annoyed! Another person is very repugnant! |
Becq Starforged
Minmatar Ship Construction Services Ushra'Khan
|
Posted - 2009.06.26 02:47:00 -
[73]
If there was a realistic proposed mechanic to deal with AFK-cloakers (for example, by auto-logging them after an extending period of inactivity and a prompt to respond to avoid being dropped from the server) I could see supporting it. But you are talking about introducing a module that would make active use of a cloak all but obsolete. Yes, I understand that you continue to stress that your proposed module would be 'balanced' by making it chance-based or some combination of means, but the fact is that even if the chance is 25% every 30 seconds, then a legitmate user of a cloak (for example, a covops probing an enemy fleet) has about a 50-50 chance of being nailed after only a minute of observing the enemy force.
Not only would it ruin the most obvious intended use of a module and of an entire class of ships designed around the module's use, it wouldn't even solve the problem you seek to solve. After all, if such a change were made, then the cloak camp you used as an example would -- when confronted by your superior force -- simply cloak up ... then warp away, preferably before the 30 second scan could complete. If even that was rendered impossible, then they would control-Q or something like that, and you'd be back to square one.
Instead, consider the alternatives that others have suggested. Recognize that (1) cloaked ships have zero effectiveness against you while they remain cloaked, and (2) by fielding a superior force, you can ensure they remain cloaked for as long as you choose. Presto, you now have a defense against cloaking.
I'm sorry I can't offer you more, and I understand how frustrating it can be to be unable to engage a foe that you know is docked/cloaked/logoffski'd/whatever, but using a cloak to prevent detection of your ship is the intended use of the module, and I doubt that will change any time soon. And frankly, I hope that it doesn't.
|
Bauduwin
|
Posted - 2009.06.26 05:14:00 -
[74]
im thinkin the anti-cloak right now is good with the inty de-cloak bump...hard as hell to do sometimes, but does require skill,and sometimes patience/persistence. But really, if they warp off cloaked before u can do this...then thats just their advantage of fitting a cloak...
Who would win. Rapier fitted with a cloak that is targeted, or Rapier fitted with something other than a cloak in highslot. Assuming equal piloting skills. In this situation the pilot without the cloak has the advantage.
The inty anti-cloak bump is very difficult...but you do get better at it with practice. Not like you ever have a 100% chance this way either. |
5akki
Gallente Aurelius Federation Apotheosis of Virtue
|
Posted - 2009.06.26 15:17:00 -
[75]
Edited by: 5akki on 26/06/2009 15:17:44 An anti-cloaking module would render the game useless. No matter how you "balance" it there will be something that is hit hard.
Blockade runners? pfft good luck with that module in place.
Cloaked cap ships? have fun getting found...
cov ops? Well now they WILL be useless
Black Ops? heh... need I say more?
Any other ship fitting a cloak w/o enhanced abilities? will never happen again
This idea cannot be implemented into the game without a smart person finding a way to abuse it and create a 100% de-cloaking system.
Sorry you have to deal with cloakers. If they decloaked to bomb you, you should of been on your toes to lock them asap before they cloak. Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes. If you would like further details please mail [email protected] ~Saint |
Apeiron
Amarr 10045th Logistics Battalion
|
Posted - 2009.06.26 15:33:00 -
[76]
how about adding somekind of probe cloaking disrupting, similar to those finding ships, but with greater strength towards cloaked ships
|
Tai Paktu
Beyond Divinity Inc
|
Posted - 2009.06.26 17:51:00 -
[77]
I, for one, think the OP has a valid argument and has presented it in a fair and unbiased manner. You lot are all a bunch of children for smacking the poor OP so, for shame!
As far as balancing goes, I think the module to decloak these cowardly brigands should require a new skill, HONOUR!!1!. It should be high level, like a rank 6 because HONOUR is not something to be scoffed at. Once you've trained HONOUR to V, you can use this mod and force the cowards to fight you FOR GREAT JUSTICE.
Please resize your sig to a file size no greater than 24000 bytes - Mitnal |
Zal Dakkar
|
Posted - 2009.06.26 20:03:00 -
[78]
Bleh, I had written up a thorough response, but somehow got logged out and lost the post. At any rate...
Problems with cloaking: 1) afk cloakers 2) problems targeting as ship is coming out of cloak or going into cloak 3) non-cov ops ships using cloak, align, de-cloak, get to speed, warp tactic note: #3 is exacerbated by #2 - occassionally ships will not even start locking, so even a sensor boosted inty is useless, cloakers should not be able to mwd for 5 seconds and recloak - an mwd boost, sure, just not 5 seconds
The main issue is afk cloaking and that can be solved by adding probes that find cloaked ships but the scan time is on the order of a few minutess.
While I would tend to say that the addition of a new game mechanic can often cause balance issues, it also can potentially add interesting complexities to the game. A decloaking module could add some more intrigue to the game and provide a bit more challenge for cloaking gangs. As it currently stands, they have near 100% control over whether or not they engage. Yes, they can be caught in gate camps (which require a bubble, intys, drones, and a decent number of pilots depending on what needs to be decloaked), slign bubbles, or be baited. That being said, a decloaking module could be added and balanced. It could be restricted to recons, have high fitting requirements, cost cap, have a long recharge time, only have a cone area of effect, have a limited range, and only have a % chance to decoak. Additionally, you could make it not work within a bubble - and leave proximity decloaking as the only form of decloaking in a bubble gate camp. A module that has a 25% chance to decloak in a 30 degree cone within 30km that can only be used every 30 seconds?
At any rate, at a minimum put in a probe that is able to find afk cloakers but would not really hamper active cloakers - not that hard to do.
|
Mu'n Hurricane
Minmatar Tribal Liberation Force
|
Posted - 2009.06.26 21:27:00 -
[79]
Edited by: Mu''n Hurricane on 26/06/2009 21:28:10
Originally by: Tai Paktu I, for one, think the OP has a valid argument and has presented it in a fair and unbiased manner. You lot are all a bunch of children for smacking the poor OP so, for shame!
As far as balancing goes, I think the module to decloak these cowardly brigands should require a new skill, HONOUR!!1!. It should be high level, like a rank 6 because HONOUR is not something to be scoffed at. Once you've trained HONOUR to V, you can use this mod and force the cowards to fight you FOR GREAT JUSTICE.
That's the idea! And surely the mod should cause some sort of -force-field- that would warp all the cloaked ships in the system to the notorious warrior using such a mod! For the Honour!1eleven!! |
KageAkurei
Noir.
|
Posted - 2009.06.28 14:34:00 -
[80]
As the Stealth Bomber/Rapier pilot I am I say no decloaking mods should be allowed... How ever I think I have an idea that may make cloaking haters somewhat happy and maybe make things exciting for us cloak users. Though I'm happy with how everything is setup now.
I suggest a tracking tag gun, what it does is once fired at a target it puts a homing device on their ship that lasts 15mins or so like aggression timer. When tagged with this the pilot's location will be seen even if cloaked and if warped off and in a safe spot the homing device will broadcast a signal for probes to lock onto. It will also ONLY work for the person who shot and tagged the cloaker. When hit with this device a message or something will let the cloaking pilot know hes in trouble and needs to keep on the move.
No this doesn't take care of afk cloakers as it shouldn't anyway since they are afk and can't do anything to you anyway. However with this it gives you a chance to find and kill cloak users if they attack and run away when **** hits the fan. Since you can't cloak anyway when targeted its main use is for finding them if they manage to warp off or cloak. I also would like this homing device to tell you where they warp to like a belt or gate so it could have other uses in hunting targets. Anyway as I said only the person who tagged the ship will be able to see the cloaker and probe them out, so if you don't got probes or your other buddies didn't get a tag on them then tough luck. |
|
Sofia Kyodai
Caldari Azure Horizon
|
Posted - 2009.06.28 15:37:00 -
[81]
Edited by: Sofia Kyodai on 28/06/2009 15:37:45
Originally by: Denidil
4) Most pirate fleet did to us was lob a few bombs from SBs in our direction... one at a time.. at 20 or so minute interval between them.
Ok, let me get this strait... you got a defensive force to rout the cloakers... at random intervals a stealth bomber decloacks and drops a bomb at you...
Now, if i remember my EVE right, a bomb has a max range of what, 20km tops? Plus the bomber has to fly towards you and get in close before flying off so the bomb might actually get you in the blast radius.
And apparently your force not only didnt have sensor boosters, didnt have something that could zip 20km to the bomber and keep it decloaked, you obviously didnt even have the attention span and reflexes to do anything while he uncloaked even if you did have the first two...
And cloaks are OP so you need a dedicated module to coutner them.... please... |
Irida Mershkov
Gallente War is Bliss
|
Posted - 2009.06.28 15:53:00 -
[82]
Originally by: Denidil
Originally by: Forge Trader
To call someone a "cloak coward" because they do not want to fight your pvp fitted domi with their pve fitted Drake or their hauler is pretty hypocritical. Most pirates follow the first rule of piracy: "Never fight a fair fight".
*sigh*
what is it with people on these forums and making wild assumptions. I'm talking about PVP fit opponents who sit around all day and pop carebears, but soon as other PVP people show up they run away.
It's a legit tactic though buddy, it makes perfect sense, you take out the logistics to **** off and cripple your target.
There isn't anything wrong with cloaking, so really you'll ideally need to defend the (what i'm presuming here) hauler pilots better. Perhaps tank them and give them Warp disruptors whilst allies warp in. |
Beltantis Torrence
Caldari Corporation 12345
|
Posted - 2009.06.28 16:21:00 -
[83]
There already are counters. Like escorting your industrials/carebears and telling people to stop mission running/ratting with neuts in the area.
|
Gunter Bahad
Amarr
|
Posted - 2009.06.29 12:25:00 -
[84]
Originally by: Denidil You people are seriously dense. You keep going on about "you guys got beat" when you clearly have neglected to read the description of the gate camp
1) IT was a defensive camp. We arrived to push a hostile pirate camp off the gate. 2) We succeeded in pushing them off the gate 3) We then sat there, bored, for over an hour keeping the pipe open while the pirate fleet cloaked hidden and smack talked 4) Most pirate fleet did to us was lob a few bombs from SBs in our direction... one at a time.. at 20 or so minute interval between them
I see a lot of people in this thread considering any limited counter measure to cloaking as rendering it useless. These are the same people that cannot seem to be bothered to read what I've actually said, and the people who seem to feel the need to attempt to insult me.
You know what I think? You people whining that any countermeasure renders it useless are probably little whiney noobs who are scared of 0.0 and use your cloak as an "I win! you can't catch me"
WHINE
That goes doubly for you Mu .. you're in a friggen newb corp and always have been.
The real question is why you did not have a t2 ships in 0.0 secondly why no one had a ship that could lock in 1-2 seconds, since locked on means no recloak. Thirdly were was your sniper ships to take out those locked ships? Fourthly what 0.0 fleet has no interceptors?
Seriously if you can't man or get t2 ships, nor get interceptors nor have any ship that can lock a SB in 1-2 seconds keep your noob ass out of 0.0
|
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |