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Guardian Alpha
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Posted - 2005.08.13 00:57:00 -
[61]
Good point. I don't agree with the shuttle idea though, if a rookie shuttle came near my fleet.. boom. If a covert ops hid near my fleet, chances are I would be none the wiser ------------
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Octavius Omega
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Posted - 2005.08.13 01:18:00 -
[62]
Originally by: Meer
Originally by: Octavius Omega
Just to clarify some things for you: 1)The yellow boxes around the NPC ships show that they have ALREADY locked on to you, but have not started firing. The Square turns red when they have ACTUALLY started firing. They DO have an active lock. Therefore, preventing you from cloaking. 2) The locktime you are seeing is your remaining time until YOU have locked the NPC frigate.
Then how come they never start firing until the counter goes off?
The ships that already have you locked are Blood Followers. They have to get in REALLY close to attack you. If I remember correctly, that is about 1k. Judging by your screenshot, they are 10k out of that range. They are not the fastest NPCs and you are not moving directly at them, so it is quite possible that you can lock them before they start shooting you. If you run into Prophets and Archons, they will be able to hit you with missiles at the range the raiders were in your screenshot.
-- "Everyone wants to go to heaven, but no one is willing to die." |

Ranger 1
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Posted - 2005.08.13 01:37:00 -
[63]
Edited by: Ranger 1 on 13/08/2005 01:39:42 I shouldn't even point this out but...
I'll use a stealth bomber group as an example, although this example can easily apply to any cloaked combat group. Stealth bombers simply have an advantage in speed while cloaked to manuever, and a reduced penalty to the delay after uncloaking to begin targetting.
Say you have a group of 4 stealth bombers (or more) in a system with 4 gates. Each person goes to a different gate and cloaks. While cloaked they either manuever to long distance quickly (near to the maximum of their extremely good targeting range), or they position themselves about 3K on the side of the gate least likely to have traffic passing close by.
A hauler or other ship manageable by this group jumps into system. One of the pilots can get a visual while it is aligning for warp... and reports its destination to the other pilots in system. They immediatley uncloak and jump to the destination gate (either at optimal or with an insta directly on top of the gate according to their preference). The bomber that is already at the destination gate uncloaks immediately and waits for the target to arrive. The spotting ship waits until the target vessel has warped, then uncloaks and follows immediately.
By the time the stealth bombers come out of warp, the targeting delay is over and they can immdiately lock and fire... or if the target vessel has an insta (and the fleet opted to jump on top of the gate), they can follow the vessel through the gate and pop him on the other side.
You just have to know when to keep the cloak up to gather intel, and strategically when to drop it to warp to the combat.
As I said, any group of vessels can do this (the cloaks simply make each individual ship a highly effective scout), stealth bombers just have nice advantages to movement and targeting time.
That's not a moon... that's my POS
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Wild Rho
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Posted - 2005.08.13 01:53:00 -
[64]
Edited by: Wild Rho on 13/08/2005 01:54:54 If you mean in empire then sentry guns would splat the bombers in seconds.
If you mean in 0.0 (which I take it you do) the problem is that the hauler pilot see 4 people in local and expects the worst. So in that case he aligns and warps to a safe spot and either waits there until you leave local or logs out and doesn't come back until later.
EDIT: I should point out that this isn't how it WILL go but what (from my experience) is probably the most likely thing to happen.
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Cylynex
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Posted - 2005.08.13 03:13:00 -
[65]
I have a cloak on my I5, use it frequently when avoiding blockades or when hostiles are near a low sec gate. Very useful item.
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Kaylana Syi
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Posted - 2005.08.13 03:36:00 -
[66]
At lvl 3 a prototype cloak is very useful for navigating 0.0 off instajumps ( jump in system safety ) and for working range with a sniper setup when jumping into belts PvE. jide's oBject eXplorer The Nest
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sonofollo
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Posted - 2005.08.13 10:31:00 -
[67]
if u know how to use a cloaker correclty on a hauler _ industrial ship they are very useful for avoiding gate camps esp in low sec -
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Dallenn
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Posted - 2005.08.14 04:26:00 -
[68]
The conclusion from this discussion seems to be that Eve pilots are more resourceful than Klingon officers in utilizing imperfect technology.
If a module is useful for someone, somewhere, then there is a reason for it existing in the game. -- Roleplaying in Eve |

Gabriel Karade
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Posted - 2005.08.14 09:01:00 -
[69]
Having a scan resolution penalty in addition to the re-calibration time is a little harsh, but I suppose they had to be careful not to turn it into a no-brainer module.
(\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on" |
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