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Symon Fox
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Posted - 2010.09.14 02:57:00 -
[1]
I think there should be some way to find a cloaked ship other than trying to fly to it. Hence a depth charge. Something you can fire into space that would uncloak a ship. Yes it might even be a bomb, something that would cause damage, but it could be like a EM flare instead.
Of course if you weaken cloaks you should also strengthen them. So then it would be nice to cloak without breaking target locks from opposing ships. I think this would be a lot of fun for both the cloaking ship and the opposing ship. Like hide and seek.
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Vespoi Filar
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Posted - 2010.09.14 03:30:00 -
[2]
Originally by: Symon Fox I think there should be some way to find a cloaked ship other than trying to fly to it. Hence a depth charge. Something you can fire into space that would uncloak a ship. Yes it might even be a bomb, something that would cause damage, but it could be like a EM flare instead.
Of course if you weaken cloaks you should also strengthen them. So then it would be nice to cloak without breaking target locks from opposing ships. I think this would be a lot of fun for both the cloaking ship and the opposing ship. Like hide and seek.
oh look another submarine warfare nerf cloak thread!
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Reggie Stoneloader
Poofdinkles
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Posted - 2010.09.14 04:04:00 -
[3]
Anti-cloak measures are called for, in my opinion, but this isn't the way to do it. Here's why: Boosting cloak and then including a module to counter the new version would just make the module a requirement for all fleets, even if the fleet is just one guy. I'd rather see cloaks left the same and a counter introduced that requires a whole ship, so that anti-stealth operations are restricted to fleet-level engagements. If it's one dude in a stealth bomber, then a fitted anti-cloak ship can find and kill it, despite being unable to go toe-to-toe with another combat ship of its class, and if it's a gang with a cloaker in it, then it'll take a matching gang with an anti-cloaker in it to compete. No need to make a new ship class, just have the anti-cloak mod be like a cyno generator--a build-crippling pain to fit and operate. ======================
Crusades: Security Status |
Bhattran
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Posted - 2010.09.14 04:40:00 -
[4]
1) Buy bombs 2) Buy Smart bombs 3) fire them in space
Repeat step 3 until you find the afk cloaker this may take the rest of your natural and subsequent unnatural life thus taking you beyond the playable lifespan of EVE but rest assured you will be sending a clear message to that AFK cloaker in the form of something he never sees or cares about. -------------------------------------------------------------- Fanboys would make great cult members. |
Celes Teiryn
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Posted - 2010.09.14 07:16:00 -
[5]
Edited by: Celes Teiryn on 14/09/2010 07:18:00
Originally by: Reggie Stoneloader Anti-cloak measures are called for, in my opinion, but this isn't the way to do it. Here's why: Boosting cloak and then including a module to counter the new version would just make the module a requirement for all fleets, even if the fleet is just one guy. I'd rather see cloaks left the same and a counter introduced that requires a whole ship, so that anti-stealth operations are restricted to fleet-level engagements. If it's one dude in a stealth bomber, then a fitted anti-cloak ship can find and kill it, despite being unable to go toe-to-toe with another combat ship of its class, and if it's a gang with a cloaker in it, then it'll take a matching gang with an anti-cloaker in it to compete. No need to make a new ship class, just have the anti-cloak mod be like a cyno generator--a build-crippling pain to fit and operate.
Yeah that might be a better idea. An anti cloak ship that's not very useful at anything else. And yeah i agree too that the new fitting should be harder to train for than cloaks currently are.
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Lemmy Kravitz
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Posted - 2010.09.14 08:08:00 -
[6]
Edited by: Lemmy Kravitz on 14/09/2010 08:12:23 Edited by: Lemmy Kravitz on 14/09/2010 08:11:03 Simple solution, make it a destroyer only module. Also i like the idea of being able to engage cloak while locked alot.
But even simpler my usual idea of making a destroyer only probe launcher and probe that can probe down cloaked ships as well as normal ships. cloaked ships just end up as Unknown in their ship type. so if it's a busy system it will be hard to find em, but if you work at it long enough you'll find the afk cloaker eventually and be able to warp to him. At least with my idea the only person that gets screwed is the dumbass that is not at his computer while he's sitting dead in space.
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Flesh Slurper
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Posted - 2010.09.14 08:13:00 -
[7]
All this would do is strengthen gate camps. Not supported. |
Sral TBear
Shipwreck Island
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Posted - 2010.09.14 08:15:00 -
[8]
I have said this since 05.....
Cloaks should use fuel...ships dedicatet to cloaks should have bonus towards fuel consumption..
Normal ship X ammount pr cykle
CO, BO`s and force recons have a 70% bonus to the consumption rate....pr cykle...
All problems fixed...ships who are dedicatet to cloak get what they need...and it will end the cloaking debate about normal ships....
Cloak + fuel bay = win
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Alara IonStorm
Agent-Orange
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Posted - 2010.09.14 15:51:00 -
[9]
Edited by: Alara IonStorm on 14/09/2010 15:52:43 I hate AFK Cloak whiners so do not tell them I am saying this.
But I have always supported a new tech 2 destroyer that could launch Depth Charges!
You place one like a probe over a 2 A/U spot on the system map and it scans and explodes like a bomb(almost impossible to place it a station or gate, 2 A/U is a big area to place a 20m charge). If it detects a cloaked ship it warps to them and detonates. That means be aware of where your cloakers are. If you get it wrong bye bye depth charge, try again after the 2 minute cool down!
I would be for this if we could find away for the people who create long cloak whines in General not to know it exists!
-- Tactical Responder who is Organized and a Leading-edge Linguist |
Gypsio III
Dirty Filthy Perverts
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Posted - 2010.09.14 16:09:00 -
[10]
Maybe there should be some sort of list that magically shows you the name of everyone in system, enabling you to carebear in complete safety?
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Alara IonStorm
Agent-Orange
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Posted - 2010.09.14 16:11:00 -
[11]
Originally by: Gypsio III Maybe there should be some sort of list that magically shows you the name of everyone in system, enabling you to carebear in complete safety?
They have that it is called...
I see what you did there!
-- Tactical Responder who is Organized and a Leading-edge Linguist |
Lemmy Kravitz
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Posted - 2010.09.14 22:14:00 -
[12]
I only take issue with people that think being safe in space while AFK is acceptable. Either dock up, or log off if you don't want to come back and find yourself in a strange station and a shiny new clone. Aside from my destroyer only probe launcher, don't touch the cloak they work like they are supposed to.
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Grarr Dexx
Amarr GK inc. Pandemic Legion
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Posted - 2010.09.14 23:10:00 -
[13]
Originally by: Sral TBear I have said this since 05.....
Cloaks should use fuel...ships dedicatet to cloaks should have bonus towards fuel consumption..
Normal ship X ammount pr cykle
CO, BO`s and force recons have a 70% bonus to the consumption rate....pr cykle...
All problems fixed...ships who are dedicatet to cloak get what they need...and it will end the cloaking debate about normal ships....
Cloak + fuel bay = win
Whoops you just destroyed cap booster using recons.
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Lost Greybeard
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Posted - 2010.09.14 23:42:00 -
[14]
These exist. We call them smartbombs.
There are even ranged versions, they're called bombs.
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ataboo
The Knights Templar R.A.G.E
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Posted - 2010.09.15 06:39:00 -
[15]
I was thinking you could make a depth charge module fit in dictor bubble launchers.
The charge could be launched like a bubble and pulse every 8 seconds or so decloaking anything within a certain range (i'd say a 30k radius). It probably should only last a couple minutes and it wouldn't effect warping or anything.
If used in a gate camp you could probably still make it through with bigger cloaky stuff if you time it properly.
It could also be a counter against non-warp-cloak stuff like cloaky dictors if you know the general area where the dissapeared (hide and seek is stressful but fun). This would also add an interesting level to bomber vs dictor and probably make some people think twice about afk cloaking; ongrid anyways.
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Flesh Slurper
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Posted - 2010.09.16 08:32:00 -
[16]
Edited by: Flesh Slurper on 16/09/2010 08:34:28
Originally by: ataboo I was thinking you could make a depth charge module fit in dictor bubble launchers.
The charge could be launched like a bubble and pulse every 8 seconds or so decloaking anything within a certain range (i'd say a 30k radius). It probably should only last a couple minutes and it wouldn't effect warping or anything.
If used in a gate camp you could probably still make it through with bigger cloaky stuff if you time it properly.
It could also be a counter against non-warp-cloak stuff like cloaky dictors if you know the general area where the dissapeared (hide and seek is stressful but fun). This would also add an interesting level to bomber vs dictor and probably make some people think twice about afk cloaking; ongrid anyways.
Yeah, because so many people afk cloak on grid within 30KM of somewhere enemies would be.. lol.. and if you can't catch a non-covert ship that cloaks after coming through the gates, your fleet is fail.
This would only make it impossible to get through gate camps with a covert ops ship or cloaky hauler. Even if the item itself did not stop warping, any gate camp would use both the depth charge and a bubble stacked on top of eachother. |
Sral TBear
Shipwreck Island
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Posted - 2010.09.17 12:56:00 -
[17]
Originally by: Grarr Dexx
Originally by: Sral TBear I have said this since 05.....
Cloaks should use fuel...ships dedicatet to cloaks should have bonus towards fuel consumption..
Normal ship X ammount pr cykle
CO, BO`s and force recons have a 70% bonus to the consumption rate....pr cykle...
All problems fixed...ships who are dedicatet to cloak get what they need...and it will end the cloaking debate about normal ships....
Cloak + fuel bay = win
Whoops you just destroyed cap booster using recons.
Why?? adding a fuel bay how would that kill cap boost recons??
Recons, fuel bay for cloak stuff, normal ships dont have the fuel bay so they have ti use cargo bay.....realy cant se any problem....
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