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Shandra Nuykani
Deathwatch Gaming
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Posted - 2010.11.08 08:45:00 -
[1]
Quite Simple.
Its a highslot module with charges.
Fuction: Its primary function is to decloak ships within a 100km radius How: Low frequency charge (2 options really, dealing 1 dmg to everything within 100km and doing so decloaks everyone within radius. Or 100km EMP Burst wave shuts off all electronics within the radius for 5sec even friendlies)
Why: In Eve we are used to having a counter to everything, ECM, warp disrupters etc etc.. Everything but Cloaks have their counterpart
Specs: On usage it drains 1000 capacity from ship, fitting 500pg, 200 CPU, Highslot. It uses specific charges which takes 40sec to reload
Just an idea, now spinoff on this guys=P
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Nomistrav
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Posted - 2010.11.08 09:04:00 -
[2]
Sounds like I finally have a solution to my suicide ganking when I get too high of sec status.
Go to jita, ignite, -10 sec instantly.
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Vladimir Norkoff
Income Redistribution Service
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Posted - 2010.11.08 09:05:00 -
[3]
Sure, sounds perfectly reasonable. I mean it's not like recons and cov ops give up anything (like tank, speed, firepower, etc) to be able to cloak. They pretty much get a freebie superpower. So really, it seems like a good idea to allow every nullsec gatecamp to be able to obliterate every ship that jumps through. (/sarcasm)
While I agree that a decloaking module would be a good idea, unfortunately the way game mechanics work it would obsolete two classes of ships the way you are proposing it. The ships are meant to function as scouts, they scout a jump gate and they die. Not very useful.
Taxman IX: Risky Venture
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Kabaal S'sylistha
Caldari The Technomages Comrades-Of-Two
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Posted - 2010.11.08 09:28:00 -
[4]
Originally by: Vladimir Norkoff Sure, sounds perfectly reasonable. I mean it's not like recons and cov ops give up anything (like tank, speed, firepower, etc) to be able to cloak. They pretty much get a freebie superpower. So really, it seems like a good idea to allow every nullsec gatecamp to be able to obliterate every ship that jumps through. (/sarcasm)
While I agree that a decloaking module would be a good idea, unfortunately the way game mechanics work it would obsolete two classes of ships the way you are proposing it. The ships are meant to function as scouts, they scout a jump gate and they die. Not very useful.
^ This. The AoE combing route is the wrong way to go about it.
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kongking wang
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Posted - 2010.11.08 09:43:00 -
[5]
there is only 1 problem with cloaks and that is any ship can fit 1. cloak should be specialised like bombs meaning only ships with cloak bonus can use them. this means less cloakers unless your in a wafer thin t2 ship designed for it.
any counter to cloaks at all would pretty much end most low sec/nul sec and wh exploration which would prety much end the game for alot off people who cant move anywhere because of camps and gank squads
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Lt Joana
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Posted - 2010.11.08 10:21:00 -
[6]
Let's call it Tachyon Net Emitter
But in Highsec this would be useless in the way you suggested it. I would rather make it a passive medslot Tool which gives you a chance to detect (decloak) a nearby (30km base, +5km per Skillevel) cloaker.
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Special Greg
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Posted - 2010.11.08 10:32:00 -
[7]
Not supported although its one of the more reasonable ideas, it has the following problems:
Will make gatecamps in nullsec pretty much impossible to get out of for almost any ship.
Instant -10 sec as posted before.
Will just be the best way to get on a billion killmails with little or no risk at all.
Covops, Bombers and recons have a large disadvantage over other ships due to the fact that they can cloak, mainly in terms of ehp, tank and dps (ok bomber does nice dps, but it has like 0.01 ehp), thus making an instalock tempest with a decloaking ship be an instant "i win" setup for killing cloakers.
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Slade Hoo
Amarr Retired Gunslingers
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Posted - 2010.11.08 11:27:00 -
[8]
There already is a GM Module that works like an ECM Burst but instead of lock breaking it decloaks in its optimal+fallof range. So the Devs have their reason to not giving this to the players.
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NurseBob
Gallente DARK ADAMA
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Posted - 2010.11.08 11:31:00 -
[9]
didnt there used to be a module which de-cloaked all ships on grid with less than 70,000 ehp? :P ____________________________________ You know your an eve adict when you total your car because your insurance is about to expire... |
Flapkonijn
BLACK LIGHTNING MINING CREW
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Posted - 2010.11.08 11:43:00 -
[10]
Why not remove cloak period... cause if this module would be put into game cloak would no longer be used because every gate camp would have them and cov-op/recon/transport ships would be useless for traveling thorugh low/0.0 sec.
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Jdestars
Stars Research systems Incorporation
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Posted - 2010.11.08 11:51:00 -
[11]
Another camper's proposition who want to have a rate of 100 % of success... in gatecamping surround by fixe bubble disruptor ...
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iKill Giants
Minmatar
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Posted - 2010.11.08 11:56:00 -
[12]
A cloak is already a countermeasure against probes. The trade-off for using it is not being able to use ship functions. ---------
People always ask me for my Rupture fit after I blow up their Abaddon. |
True Sight
THORN Syndicate Controlled Chaos
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Posted - 2010.11.08 14:08:00 -
[13]
Originally by: Shandra Nuykani Quite Simple.
Its a highslot module with charges.
Fuction: Its primary function is to decloak ships within a 100km radius How: Low frequency charge (2 options really, dealing 1 dmg to everything within 100km and doing so decloaks everyone within radius. Or 100km EMP Burst wave shuts off all electronics within the radius for 5sec even friendlies)
Why: In Eve we are used to having a counter to everything, ECM, warp disrupters etc etc.. Everything but Cloaks have their counterpart
Specs: On usage it drains 1000 capacity from ship, fitting 500pg, 200 CPU, Highslot. It uses specific charges which takes 40sec to reload
Just an idea, now spinoff on this guys=P
You've identified a problem, but addressed it incorrectly. The problem is not that people can cloak, or that cloaked ship hav an unfair advantage in combat situations, that is the exact opposite, there's nothing wrong with how cloakers work in combat situation and your module would nerf them in this situation.
i.e. it would be crap if 50 people fit your module, and have now effectively removed Stealthbombers from the fight.
Additionally, it would also just mean a slight change to the hostiles we are fighting, that is they would sit off-grid instead.
TO come to a better 'solution' you need to start out by highlighting that is (as far as I'm concerned)
"A Pilot cloaked inside a system with a cyno fitted is impossible for any player, corporation or alliance to combat. Their presence can effectively bring an entire systems use (be that ratting, mining or a cyno beacon) to a stand-still until they choose to leave"
A much more simple an effective suggested counter to this would be:
Require that cloaking devices use fuel, give each of them a large charge space, and a fuel like Heavy Water (cheap, small, readily available).
Make sitting for hours on end simply lead to them running out of fuel and having to at least come/go, giving the "Defenders" an oppertunity to catch them coming/going --------------------------------------
True Sight President Foiritan Emissary --<<!SUPPORT DRONES!>>--
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Vladimir Norkoff
Income Redistribution Service
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Posted - 2010.11.08 17:45:00 -
[14]
Originally by: True Sight Require that cloaking devices use fuel, give each of them a large charge space, and a fuel like Heavy Water (cheap, small, readily available).
Make sitting for hours on end simply lead to them running out of fuel and having to at least come/go, giving the "Defenders" an oppertunity to catch them coming/going
And finally we get to the afk cloaker complaint... sigh.
Your proposal wouldn't "solve" your "problem" either. It would just lead to recons fitting 2+ ECCMs. Use cloak to get into system, then turn off cloak and turn on ECCM, sit there unprobable without wasting fuel or w/e.
Same... Exact... "Problem"...
Taxman IX: Risky Venture
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Shandra Nuykani
Deathwatch Gaming
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Posted - 2010.11.08 21:24:00 -
[15]
Originally by: Special Greg Not supported although its one of the more reasonable ideas, it has the following problems:
Will make gatecamps in nullsec pretty much impossible to get out of for almost any ship.
Instant -10 sec as posted before.
Will just be the best way to get on a billion killmails with little or no risk at all.
Covops, Bombers and recons have a large disadvantage over other ships due to the fact that they can cloak, mainly in terms of ehp, tank and dps (ok bomber does nice dps, but it has like 0.01 ehp), thus making an instalock tempest with a decloaking ship be an instant "i win" setup for killing cloakers.
How about we scrap the idea of full decloak, how about we made it a pulse emitter detecting vauge signatures and on your tactical overlay you can see a faint signal from a specific area.
This would still make the cov ops ships valid as they move at full speed and the signal shows the area not the exact location. But it will be a punch in the face to Ratters with cloaks n stuff.
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Xorv
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Posted - 2010.11.08 21:35:00 -
[16]
How about we just forget you posted this terrible idea and let it disappear along with all the other lame nerf cloaking posts.
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Alara IonStorm
Agent-Orange Nabaal Syndicate
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Posted - 2010.11.08 21:42:00 -
[17]
Edited by: Alara IonStorm on 08/11/2010 21:42:12 This Cloak fix doesn't seem that bad.
I am not sure if you know this but the anti cloak pulse exixts but can not be aquired or the stats looked up in game. The only way to see it is to have a ship imported into the fitting browser with it. I have one, mail me if you want to see it.
Anyway I think 100km is to far, 50 and you are out of point range for everything but the Arazu(which is it's job).
As for the gate problem, the gates project a Cloaking Feild that cloaks everyship that jumps through. It could be made that this feild goes out for between 100-200km around the gate it's self. The feild cancels out any cloak detection providing a little bit of an extra barrier. That way infiltration of systems would not be inhibited but detection of a cloak ship close on grid would be possible.
Also give it a simple effect like a Sebo, TC or ECCM to make it harder to detect adding more fun risk. Also making it a Mid or Low Slot Module would allow miners to fit it as well, at the expense of Armor and Sheild Tanking . A problem to definately be Discussed.
As a future Pilgram Pilot I am shooting my self in the foot.
-- I am now on a Crusade to Fix the Omen!
For Great Justice!
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Brandrsun
Caldari
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Posted - 2010.11.08 22:17:00 -
[18]
covert cloak whine thread detected.
/thread
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Kahega Amielden
Minmatar Ushra'Khan
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Posted - 2010.11.08 23:13:00 -
[19]
The practical effect of this change is to nerf the everloving **** out of covops, SBs, force recons, and blockade runners.
Are those ships really overpowered?
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Commander Funyoun
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Posted - 2010.11.08 23:22:00 -
[20]
Ok another AFK Cloaker whiners thread. (200 million and counting)
If you want to decloak stuff so bad then get CCP to make the SmartBombs have better range and fit one. Tada instant decloaker.
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Kahega Amielden
Rifterlings Ushra'Khan
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Posted - 2010.11.09 03:03:00 -
[21]
Quote: Ok another AFK Cloaker whiners thread. (200 million and counting)
Because AFK cloakers usually AFK within 100km of warpable objects
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Sissy Pants
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Posted - 2010.11.09 03:07:00 -
[22]
How about the longer you are cloaked, the more the chance of standard scanning detecting you.
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Shandra Nuykani
Deathwatch Gaming
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Posted - 2010.11.09 08:42:00 -
[23]
Originally by: Xorv How about we just forget you posted this terrible idea and let it disappear along with all the other lame nerf cloaking posts.
A terrible idea is still better than no idea, in your case.. nothing even worth posting so why do you?
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Shandra Nuykani
Deathwatch Gaming
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Posted - 2010.11.09 08:45:00 -
[24]
First things first. I love cov ops and its really, i love the ability to cloak. But im amazed that there isnt a real counter for it, in eve everything got a counter except this.
Originally by: Shandra Nuykani How about we scrap the idea of full decloak, how about we made it a pulse emitter detecting vauge signatures and on your tactical overlay you can see a faint signal from a specific area.
This would still make the cov ops ships valid as they move at full speed and the signal shows the area not the exact location. But it will be a punch in the face to Ratters with cloaks n stuff.
So how if we knock it down to 100km range based on the idea above. Make it so that the further away you are the more inaccurate the signature is?
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darius mclever
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Posted - 2010.11.09 10:21:00 -
[25]
Originally by: Shandra Nuykani
Originally by: Xorv How about we just forget you posted this terrible idea and let it disappear along with all the other lame nerf cloaking posts.
A terrible idea is still better than no idea, in your case.. nothing even worth posting so why do you?
not really, a terrible idea is an useless idea. especially if it is not even original and has been beaten down multiple times before. your module would just make gate camping stronger and gate camping is the last thing that needs a boost. especially in 0.0.
all that said ... not supported.
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Ned Black
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Posted - 2010.11.09 13:39:00 -
[26]
The only real problem is that you have a free intel channel telling you exactly whenever anyone gets in or out of system... THAT is the problem, not the cloak itself.
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davet517
M. Corp Mercenary Coalition
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Posted - 2010.11.09 23:37:00 -
[27]
Just pretend like local doesn't exist, and fly that way, and your problem is solved. How would you play in 0.0 if you had to assume that there is ALWAYS a hostile in local with a cyno? What tactics would you come up with?
Hopefully, some day, they'll take local away, like it is in wormholes now, and we can stop having this argument. Until then, either play in a threat-aware manner, or go back to Empire where you are safe.
You do understand that even if they granted your wish, there are perfectly good ways around for someone determined to gank you. All they have to do is get an alt into your corp/alliance/blue list and you're still screwed. Instead of an AFK cloaker, they use a "blue" scout to bird-dog you, then log in the hostile tackler, who lands right on top of you, or, just tackle you with the "blue" scout directly if they don't mind burning the scout to get the kill.
The rewards are higher in 0.0 'cause it isn't safe. For the most part, in most of 0.0, you can carebear much of the time and nobody bothers you, but you can't ask CCP to make it as safe as empire for you, unless you're willing to accept empire level rewards as well.
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HeliosGal
Caldari
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Posted - 2010.11.10 07:14:00 -
[28]
To the original poster sounds like a good idea
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Dhalya
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Posted - 2010.11.10 09:01:00 -
[29]
Originally by: Shandra Nuykani
How about we scrap the idea of full decloak, how about we made it a pulse emitter detecting vauge signatures and on your tactical overlay you can see a faint signal from a specific area.
This would still make the cov ops ships valid as they move at full speed and the signal shows the area not the exact location. But it will be a punch in the face to Ratters with cloaks n stuff.
I concur to the idea. As a proposal, a mid slot specialized ship scanner of just detecting a presence within 1 AU, OR a probe way of detecting with the use of at least 4 probes, narrowing the detection abiguity to 100km radius.
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NurseBob
Gallente DARK ADAMA
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Posted - 2010.11.10 09:37:00 -
[30]
I've got it, a med slot item, passive, it gives your diretional scanner the ability to see cloaked ships, now think about this before you critasize, or correct my spelling.
This would not show you where they are exactly(no probes!) but for us advanced scanners, we would find you :) so dont go afk.
A good scenario would be set your dir scan range to say 200k on a gate and look for a cloaky rapier, should not take longer to pin point his position, SEND THE DRONEZ!! ____________________________________ You know your an eve adict when you total your car because your insurance is about to expire... |
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