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Scarlet Pimpernel
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Posted - 2006.05.17 10:11:00 -
[1]
The guy who recently did the carrier FAQ did a great job but it didnt cover any of the cyno field questions I have such as....
How long does it take to deploy a cyno field (i.e. how long are you sat there unable to do anything else?)
How does a cap ship find/use a cyno field (do they have to be in your gang or can any cap ship use any cyno field in jump range?, what happens if the cyno gen character crashes to desktop while creating the field or just after its deployed?)
How does the jump portal generator work with respect to cyno fields (is the carrier or cyno field the source or destination for the other ships jump or is it both directions? How long does the jump portal last? Is it only usable by players ganged with the carrier?)
How do doomsday weapons work in relation to cyno fields?
Thanks 
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Chronus26
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Posted - 2006.05.17 10:28:00 -
[2]
How long does it take to deploy a cyno field (i.e. how long are you sat there unable to do anything else?)
Standard cycle time on a Cyno Generator module is 600 seconds (10 Minutes). On a force-recon ship this is reduced by 50% to 300 seconds (5 Minutes). I believe the Capital ship is able to jump to the field the instant it is opened. During this time the ship generating the field is unable to move, target anything or be targeted. With cynosural Field Theory Level 1, the generator uses 450 units of Liquid Ozone per activation. This is decreased by 50-units per skill level. When fitted on a Force-recon ship the generator receives a bonus of a 200-unit reduction in Liquid Ozone cost, therefore with cynosural field theory 5 and a Force recon ship you can reduce Liquid Ozone consumption to only 50 units per activation.
Hope that makes sense/helps
Unfortunately I can't help with the other stuff, sorry.  -----
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elorran
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Posted - 2006.05.17 11:28:00 -
[3]
Your ship can't be targeted, but it can however still be destroyed by smart bombs and periodically drones may continue to attack you if they were already doing so. There have also been reports of FoF missiles still firing at hostile cynosural field deploying ships (FoF missiles fire at the currently closest object that has aggression to the user).
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Ithildin
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Posted - 2006.05.17 11:42:00 -
[4]
How long? - The Cynosural field is open for 10 minutes, during which time any carrier in your gang can jump to you provided they are in range.
Can this be decreased? - Yes, use the cloaked recon ships.
Any known bugs with this? - Yes. The carrier pilot must be in gang before the cyno field is activated.
I can't move! - No, but until CCP fixes the bug, at least no one can lock you and the only way to kill you is with smartbombs.
That doesn't sound right. - No, it doesn't and it isn't, but if CCP wants to make cynosural field activations a guaranteed suicide mission, CCP will.
How can the carrier find cynosural fields? - On the map you can select the option to colour stars by cynosural fields.
How can they see if they can jump to one? - When in a capital ship and opening map, you will have a bubble. This bubble is only accurate if you do not flatten map. Any system inside the bubble will be jumpable.
What about jump portals? - As of yet, due to CCP's lack of documentation, no one really knows since no one has a Titan to try it. One can only assume that the Titan will have an option to activate a jump drive with the added feature of dragging all gang members in the same grid with it. I.e. The Titan jumps, and it drags everyone in same gang and same grid with it.
Ok, ok! Doomsday! What about it? - Doomsday devices are gigantic smartbombs. I do not know if CCP has disabled remote activation or not, but they have a 15 second activation time. At the end of the activation time the smartbomb does damage to everything in the grid it is shot at. Everything except the Titan. This will most likely spell the end of the cynosural field pilot, unless it is set up specifically to survive that Titan's doomsday device (which is very hard considering armour and shield leaking).
I crashed. Now what? - You are still there. If your gang is bugged and you are still in gang inspite of being disconnected, then the carriers will be able to jump to you. If not, then when you log back in, you'll still sit at your cynosural field but it will be useless due to the above mentioned bug. New sig coming soonÖ Drone musing (MC-boards) |

Joshua Foiritain
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Posted - 2006.05.17 13:02:00 -
[5]
Originally by: Ithildin I can't move! - No, but until CCP fixes the bug, at least no one can lock you and the only way to kill you is with smartbombs.
One of my corp members had no trouble locking and shooting me while i was creating a cyno field for our carrier pilot two days ago...
As for the Titan portal thingie a BH said the titan will act like a stargate once it activates said module, so gang members can move up the titan and activate the jump portal. The titan needs to store fuel for each jumper. -----
[Coreli Corporation Mainframe] |

pardux
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Posted - 2006.05.17 13:06:00 -
[6]
Quote: What about jump portals? - As of yet, due to CCP's lack of documentation, no one really knows since no one has a Titan to try it. One can only assume that the Titan will have an option to activate a jump drive with the added feature of dragging all gang members in the same grid with it. I.e. The Titan jumps, and it drags everyone in same gang and same grid with it.
you make a cyno in a system, titan activates jump portal generator, people can right click the titan and use the option that appears on it "jump.... ", the jump portal generator effect is just 
Quote:
Ok, ok! Doomsday! What about it? - Doomsday devices are gigantic smartbombs. I do not know if CCP has disabled remote activation or not, but they have a 15 second activation time. At the end of the activation time the smartbomb does damage to everything in the grid it is shot at. Everything except the Titan. This will most likely spell the end of the cynosural field pilot, unless it is set up specifically to survive that Titan's doomsday device (which is very hard considering armour and shield leaking).
remote activation works(its only within system) and its very easy to tank one in a recon ship using a extender/plate setup ;p
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Scarlet Pimpernel
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Posted - 2006.05.17 13:20:00 -
[7]
Thanks guys
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betazero
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Posted - 2006.05.17 14:16:00 -
[8]
can you do a cyno field next to stations or stargates?
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Ortu Konsinni
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Posted - 2006.05.17 14:26:00 -
[9]
Originally by: betazero can you do a cyno field next to stations or stargates?
Dunno about stargates as I've never seen it. But yes, you can generate a cyno field next to a station, within docking range. --- High quality pics of ALL EVE ships!
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Anihilat0r
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Posted - 2006.05.18 15:23:00 -
[10]
1.How much time does it take to jump a capital ship into a destination system with a cyno field ? is it instantenious as "teleporing" or does it take time like in "warping". Does it have to align before jumping or is the jump immediate ?
2.After capital ship jumps into destination is it immediately ready for another jump or does it need to recharge capacitor?
3.How do you issue a jump command, from context menu on a gang memeber or from the map ?
4.Can somebody give me an idea how much time would it take for a carrier/dread to complete a journey over 4-5 jumps if all cyno fields at waypoints were deployed and active and it did not need to refuel ?
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Yatar Kindoki
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Posted - 2006.05.18 16:41:00 -
[11]
The carrier can jump to the cyno generator immediately after the cyno field is generated. If you have a string of cyno fields, the only limiting factor between jump 4-5 jumps consecutively is how long it takes for your capacitor to recharge. The jump operation uses the carrier/dread's capacitor - and you cannot rejump until the capacitor is at a certain level 75%(guessing). The required level that the capacitor needs to be at can be lowered with skills.
Also, depending on how far the jumps are, the ship may need to be refueled after a few jumps. Racial isotopes required.
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NoNameNewbie
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Posted - 2006.05.18 16:56:00 -
[12]
Edited by: NoNameNewbie on 18/05/2006 16:57:31
Originally by: Joshua Foiritain
One of my corp members had no trouble locking and shooting me while i was creating a cyno field for our carrier pilot two days ago...
yes if he started locking u before u opened the cyno he'll finish his lock and is able to shoot
as soon as u open the field u cant get locked anymore
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Dan Grobag
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Posted - 2006.05.18 16:59:00 -
[13]
it take the same time as it would if you used a stargate, do the same sound too.
if you make a cyno close to a station you can dock/undock to refill your capacitor and jump very fast
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Propagandas
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Posted - 2006.07.13 13:13:00 -
[14]
I would like to be abl;e to warp to a SS or Asteroid belt and immediatly after warp to open a cyno field and call our Aliance capital ships in 15seconds . I curently have cynofield generation skill and a Falcon , what more skills modules do I need to reduce the time to 15sec or lower?
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Audrea
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Posted - 2006.07.13 14:21:00 -
[15]
Originally by: betazero can you do a cyno field next to stations or stargates?
Yes, no problems making it right next to the stargate, however the capital ship wont be able to use it hehe.
And no, there is no way to my knowledge to reduce the time to 15 secs. Would make capital ships impossible to intercept, if it was that fast. ------------------ Tired of fleet combat lag? -Post HERE
All posts are my personal opinions.  |
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