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July Shine
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Posted - 2010.11.12 12:07:00 -
[1]
Is there any particular reason to lock a player for 10 minutes? The most of the people use cheap t1 unfitted frigates and most of the time they are thankful to who pass by and destroy them.
I was thinking about reducing the cycle to 1 minute, and the amount of liquid ozone needed, so that if you want to have it opened for 10 minutes you'll consume the same quantity as you do now, but you'll be able to take it opened for as long as you wish, as long as you'll have fuel in your cargo.
This is just a thought, maybe i'm missing some reasons why this could be a bad idea, so i ask you: what do you think about the actual cyno cycle? Is it good? Could it be reduced?
Cheers.
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Riho
Gallente Enterprise Estonia Cult of War
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Posted - 2010.11.12 12:32:00 -
[2]
think the original idea for CCP was that to open a cyno, it was supposed to be a tactical decision as the player would be stuck for 10minz.
thesedays u use t1 frigs or you use a strong tanked BS or something like that in super cap fights (so it wouldnt be popped by 1 or 2 smartbombs) ---------------------------------- Fighting for something
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July Shine
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Posted - 2010.11.12 12:41:00 -
[3]
I think you are right, but it's not tactical anymore for sure :P
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Millsy1
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Posted - 2010.11.12 13:09:00 -
[4]
it also lets the enemy know you are moving caps. which gives them time to go get a fleet. So yes, actually it is still tactical.
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July Shine
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Posted - 2010.11.12 16:37:00 -
[5]
Originally by: Millsy1 it also lets the enemy know you are moving caps. which gives them time to go get a fleet. So yes, actually it is still tactical.
Uhm, could be, but after a capital jump, it simply jump again, or dock or warp to a POS. By the time you get a fleet there you'll only find the cyno ship MAYBE. Don't you think?
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Petra Katell
Pator Tech School
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Posted - 2010.11.12 16:54:00 -
[6]
It's 10 minutes so scrubs can get some kills
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baltec1
Antares Shipyards Angry Dogs
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Posted - 2010.11.12 17:03:00 -
[7]
Because when the timer hits 9 minutes someone always asks if someone can do them a cyno.
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Hauling Hal
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Posted - 2010.11.12 17:23:00 -
[8]
Edited by: Hauling Hal on 12/11/2010 17:23:47
Originally by: July Shine Is there any particular reason to lock a player for 10 minutes? The most of the people use cheap t1 unfitted frigates and most of the time they are thankful to who pass by and destroy them.
Cynos aren't only used outside lowsec stations to move carriers and JFs around.
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July Shine
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Posted - 2010.11.12 17:36:00 -
[9]
Originally by: baltec1 Because when the timer hits 9 minutes someone always asks if someone can do them a cyno.
LOL you are right
Originally by: Hauling Hal Edited by: Hauling Hal on 12/11/2010 17:23:47
Originally by: July Shine Is there any particular reason to lock a player for 10 minutes? The most of the people use cheap t1 unfitted frigates and most of the time they are thankful to who pass by and destroy them.
Cynos aren't only used outside lowsec stations to move carriers and JFs around.
I never did that to be honest, all my jumps involved capitals and supercapitals in 0.0 and the t1 frig is the most used ship. Sometimes people (including me) use a tanked BS, but just for particular reasons, or a covert ship rather safe at pos. But again, i don't see any reason to lock someone for 10 minutes, i don't pretend to be right, i'm just searching for opinions ;)
PS Titan bridge cycle is 1 minute.
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