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Derath Ellecon
Washburne Holdings Situation: Normal
410
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Posted - 2012.10.29 01:18:00 -
[1] - Quote
larzslayer1 wrote:If the people of the game can insight the makers CCP to add or remove a feature with forum requests here is my possible fix for cloaks. Make a SOV structure similar to jump bridges and cyno jammers that can be activated only a few times an hour 1-4 that turns cloaks off in the whole system this will allow SOV holders to deal with AFK cloakers without having CCP to ban there accounts after repeated abuse. Cloaks are the only thing in game with no counter. If there a more effective way for all to deal with this issue feel free to add on constructively.
Sure, defend and safeguard your SOV like you should.
I have talked to friends in SOV holding corps/alliances that have no issue with afk cloakers. It doesn't stop them from their activities. They simply have to counter properly. It does require properly defending their ops. Or setting up bait to get a fight. But they are always successful once the cloakers realize they cannot stop them or get an easy gank.
Of course this wont work if you are a bunch of lazy null bears who don't know how to properly defend your home I guess. |

Derath Ellecon
Washburne Holdings Situation: Normal
411
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Posted - 2012.10.29 05:58:00 -
[2] - Quote
larzslayer1 wrote:I would think people that hold SOV would like the ability to remove players from there space for safety reasons...
Yes anyone that holds SOV should have the ability to remove player from their space. It's generally called manpower. And the will to form a fleet. If you are unable/unwilling to do that then you deserve to lose your space. Either by being evicted or by allowing one person to disrupt you so heavily.
As I said in an early post (which it seems you ignored), I know of corps/alliances in 0.0 that deal perfectly fine with AFK cloakers. They actually work together. They will run anoms together in PVP fits, or setup a bait mining op. Whatever it takes to flush out the cloaker or cause the cloaker to realize he is not having any effect so that he moves on.
See a cloaker is going to be one of 2 things
1. Purely AFK cloaker. He is just there to wage a psychological war against you. He poses no real threat, and any damage he causes is purely on you. You fight back by not allowing him to stop you. You band together and do your thing, ready to respond to whatever threat he may throw at you. He will realize his attempts are futile and will move on.
2. He is a solo/small gang cloaker, seemingly afk, but looking for a target of opportunity. Don't give him that opportunity. You band together and do your thing, ready to respond to whatever threat he may throw at you. He will get bored realizing there are no targets he can take on and leave.
3. He is the cloaky cyno for a hot drop waiting to pounce. You band together and do your thing, ready to respond to whatever threat he may throw at you. It is more likely he will eventually strike. But you will be ready and at least give them a good fight. Often a good fight is the best way to get people off your back. They will realize you aren't some ***** null bears and have a greater respect for you. Likely they will move on to pick on someone else.
Do you see a trend? The isk you pay for sov is not admission to the theme park. You need to stick up for what you want. If you can't/won't, then GTFO. |

Derath Ellecon
Washburne Holdings Situation: Normal
435
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Posted - 2012.11.14 18:53:00 -
[3] - Quote
Kazim Scumling wrote:TheGunslinger42 wrote:Except that mechanic destroys wormhole space. Can you elaborate more?
One of the key defining traits of wormhole space is the lack of local This allows covert ops to be truly covert. It is one of the key features that makes wormholes so awesome. Having a "special" probe that can decect a cloaked ship in system completely devalue's the lack of local in WH space. |

Derath Ellecon
Washburne Holdings Situation: Normal
451
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Posted - 2012.11.25 18:06:00 -
[4] - Quote
Dracvlad wrote:First of all there are only two things more annoying than AFK cloaky whining threads:
1 Cretins from WH space saying to remove local in 0.0 as it works in WH space 2 Cretins from WH spaces satyng that a AFK cloaker is not a risk and using WH space as an example
Lets try to shut them up once and for all, CYNO's and BLOPS CYNO's, while you merry chaps can control what comes into your hole as CYNO's and BLOPS CYNO's do not work in WH space, us null sec chaps cannot due to CYNO's and BLOPS CYNO's, a cloaky Anathema in WH space is no threat, but arm that blighter with a CYNO or BLOPS CYNO in 0.0 and its a massive threat.
Now please stop making yourselves look like class 1 retards! or is that class 5 retards and go black to sleeper sites please.
Actually you make yourself look equally idiotic, for missing the main points of the WH no local crowd. So let's elaborate.
CYNO's. No you can't use a cyno in WH space. But most of WH space cant even fit caps, so it is largely a non issue. Your ratting cap may get cyno dropped. In WH space your ratting T3 will get jumped by a cloaky T3 gang.
BLOPS CYNO. Simply not needed in WH space. With local, a blops cyno is necessary as there is no way to sneak your gang as local gives you away. In a WH you can get your entire covert ops fleet in system often completely undetected. So no a WH fleet can't BLOPS in. But they don't need to, they can just sneak up into range and decloak.
The main point is that without local covert ops is truly covert. You can have an entire fleet cloaked up in your system and never know it until it is too late. Yet WH dwellers still manage to leave their POS shields. |
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