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Jace Fells
Garoun Investment Bank Gallente Federation
2
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Posted - 2014.10.29 13:33:56 -
[1] - Quote
I would like to see regular Cyno's droped to 1 minuite...2...3...5 max
With cooldown and fatigue one cannot do multiple jumps back and forth even with a jump freighter so having a long cyno is only locking that toon into an unnecessary time situation.
The only reason to have a long time on the cyno is for fleet jumps and that 1 guy who is afk and needs to wake up and bloddy well jump!! and I would rather relight for those rare times that someone is slow to jump.
This brings into question those ships that have bonus to shorten cyno times and of course Covert Cyno's that are already short.
I would be most happy with a Covert cyno at 30 seconds or less and have a ship with bonus to shorten a regular cyno to the same - literaly it's undock capital, light cyno, jump - for me alone moving my capital all I need is 10 to 30 seconds - for a fleet mabey a minuite. |

Tappits
north eastern swat Pandemic Legion
64
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Posted - 2014.10.29 13:37:51 -
[2] - Quote
Jace Fells wrote:I would like to see regular Cyno's droped to 1 minuite...2...3...5 max
With cooldown and fatigue one cannot do multiple jumps back and forth even with a jump freighter so having a long cyno is only locking that toon into an unnecessary time situation.
The only reason to have a long time on the cyno is for fleet jumps and that 1 guy who is afk and needs to wake up and bloddy well jump!! and I would rather relight for those rare times that someone is slow to jump.
This brings into question those ships that have bonus to shorten cyno times and of course Covert Cyno's that are already short.
I would be most happy with a Covert cyno at 30 seconds or less and have a ship with bonus to shorten a regular cyno to the same - literaly it's undock capital, light cyno, jump - for me alone moving my capital all I need is 10 to 30 seconds - for a fleet mabey a minuite.
Nope...
It puts the ship used at risk, yes prob 95% of all cynos are on noobships but there are plenty of times were other things light cynos are are put at risk.... Like Lighting a cyno on a carrier/super/hic/BS/ whatever. its fine as it is.
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Jace Fells
Garoun Investment Bank Gallente Federation
2
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Posted - 2014.10.29 14:15:14 -
[3] - Quote
Still...why does the cyno need to last 10 minuites???
Even if it's on a carrier or whatever - anything that needs to jump is going to do that in the first minuite or so - the rest of the 9 minuites is silly - most combat, even when you lads take down someones titan or super the entire battle only lasts a few minuites - having that 1 sip locked down frozen by their cyno is silly.
If you need saving then light another one - plus it allows you to get back into the fight and trying to save yourself faster
Most of the time I have seen a cyno ship warp to an enemy fleet they only last a few seconds anyways - the only benefit of a long cyno is for a roamer to enter system and say "hey look ...a cyno over there, lets go see" (and now I see your point - with short cyno's it's harder to warp in on someone traveling with their super etc). But the vast majority of time it's light, jump (or fleet jump) and now you have cooldown/fatigue so any more jumps in any direction are over - how much time does a cyno need to keep going!!! |

Rivr Luzade
Coreli Corporation Ineluctable.
868
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Posted - 2014.10.29 14:37:26 -
[4] - Quote
I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos. |

xttz
GoonWaffe Goonswarm Federation
439
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Posted - 2014.10.29 14:46:10 -
[5] - Quote
Rivr Luzade wrote:I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos.
CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too. |

FT Diomedes
The Graduates Forged of Fire
597
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Posted - 2014.10.29 16:24:35 -
[6] - Quote
So that the cyno ship is at risk for longer. Plain and simple. If you do not like that, consider using a suicide noob ship cyno.
This is my signature. There are many like it, but this one is mine.
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FT Diomedes
The Graduates Forged of Fire
597
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Posted - 2014.10.29 16:26:23 -
[7] - Quote
xttz wrote:Rivr Luzade wrote:I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos. CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too.
Halve the amount of LO used and now travel fit interceptors can all fit and use a cyno without any cargo expanders.
This is my signature. There are many like it, but this one is mine.
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Tappits
north eastern swat Pandemic Legion
64
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Posted - 2014.10.29 18:20:29 -
[8] - Quote
xttz wrote:Rivr Luzade wrote:I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos. CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too.
Because PL could scout you, form a fleet jump 5 mids away and kill the dreads in 10mins... 5 mins is harder. |

James Baboli
Ferrous Infernum
184
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Posted - 2014.10.29 18:37:05 -
[9] - Quote
Tappits wrote:xttz wrote:Rivr Luzade wrote:I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos. CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too. Because PL could scout you, form a fleet jump 5 mids away and kill the dreads in 10mins... 5 mins is harder.
T2 cyno. 5 minute cycle. cyno 4 minimum, ends up with 2/3 the current LOX costs.
Yes, I do incursions. Find out more here
Tech 3 battleships.
Moar battleships
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Tappits
north eastern swat Pandemic Legion
64
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Posted - 2014.10.29 20:25:41 -
[10] - Quote
James Baboli wrote: T2 cyno. 5 minute cycle. cyno 4 minimum, ends up with 2/3 the current LOX costs.
Cyno L5 don't you mean.... like every other T2 thing in the game. |
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Leonard Nimoy II
Dark Force Protectorate Special Operators Federation Alliance
54
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Posted - 2014.10.29 20:29:37 -
[11] - Quote
Reason for 10 minute cynos |

Zhilia Mann
Tide Way Out Productions
2193
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Posted - 2014.10.29 20:47:57 -
[12] - Quote
Tappits wrote:James Baboli wrote: T2 cyno. 5 minute cycle. cyno 4 minimum, ends up with 2/3 the current LOX costs.
Cyno L5 don't you mean.... like every other T2 thing in the game.
You do know that there are modules other than weapons, right? An awful lot of them require a skill at 4 to use the T2 module. If you'd like we can start a cursory, partial list:
cloaks shield hardeners drone damage amps -- in fact, all damage mods tracking computers/enhancers prop mods prop upgrades shield extenders armor reppers suitcases
Surely you've fit at least some of these, yes?
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Tappits
north eastern swat Pandemic Legion
64
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Posted - 2014.10.29 20:55:12 -
[13] - Quote
Zhilia Mann wrote:Tappits wrote:James Baboli wrote: T2 cyno. 5 minute cycle. cyno 4 minimum, ends up with 2/3 the current LOX costs.
Cyno L5 don't you mean.... like every other T2 thing in the game. You do know that there are modules other than weapons, right? An awful lot of them require a skill at 4 to use the T2 module. If you'd like we can start a cursory, partial list: cloaks shield hardeners drone damage amps -- in fact, all damage mods tracking computers/enhancers prop mods prop upgrades shield extenders armor reppers suitcases Surely you've fit at least some of these, yes?
I only have 3.5 mill sp and its all in mining. but i think a T2 half timer cyno that's not a L5 skill would be OP But you do know there's a ship in eve that can all ready give you half timer cynos? and its a skill sink to fly it why do we need more ways to get 5mins cynos? |

Ellendras Silver
The Scope Gallente Federation
154
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Posted - 2014.10.30 00:06:48 -
[14] - Quote
why not make cyno scripted
without script 5 min and 225 to 125 LO depending on lvl with long script 10 min and 450 to 250 LO depending on lvl with short range script 2 min and 90 to 45 LO depending on lvl
and for recons you can calculate it with the bonuses
[u]Carpe noctem[/u]
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James Baboli
Ferrous Infernum
185
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Posted - 2014.10.30 00:30:49 -
[15] - Quote
Ellendras Silver wrote:why not make cyno scripted
without script 5 min and 225 to 125 LO depending on lvl with long script 10 min and 450 to 250 LO depending on lvl with short range script 2 min and 90 to 45 LO depending on lvl
and for recons you can calculate it with the bonuses Needs to get substatially less effiicient as you decrease cyno times via scripts or another skill or cynos become the new utility high on interceptors scouting ahead of the main fleet.
Yes, I do incursions. Find out more here
Tech 3 battleships.
Moar battleships
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FireFrenzy
Satan's Unicorns
67
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Posted - 2014.10.30 08:51:29 -
[16] - Quote
I just light cyno and then self destruct my frigate... I Cannot be ****** dealing with 2 minutes of cool down...
Sometimes i even get to pick up my cyno again... |

Polaris Denisovich
Hedion University Amarr Empire
0
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Posted - 2014.10.30 09:27:05 -
[17] - Quote
Tappits wrote:xttz wrote:Rivr Luzade wrote:I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos. CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too. Because PL could scout you, form a fleet jump 5 mids away and kill the dreads in 10mins... 5 mins is harder. in a week thoses days are gone,
whats the point in shortening cyno if you wait 10mins then move to next point you have have waited out your fatigue timer by then.
or you could always kill your cyno and then you can move again |

Dracvlad
Taishi Combine Second-Dawn
496
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Posted - 2014.10.30 10:03:09 -
[18] - Quote
Having people sit in a ship just waiting to be killed/podded is not fun gameplay, also the power projection aspect needs to be made so there is a counter if you are quick.
A suggestion I had for the new mobile depot things was a cyno structure that you dropped in space, which had a timer for dropping, say 30 seconds then you activated the cyno with fuel as it is currently and while you stayed within 2,500 metres of the cyno it would continue to work up to 10 minutes, then you just scooped it and thats that. If you moved further than 2500 metres then it would end and you could scoop. I would make it so anyone could scoop it once the cyno had stopped, so it would create combat.
You need to be able to drop next to a station, which is required otherwise there is no point.
The only thing I could not make my mind up on was whether CCP should keep the existing system too? In which case reducing the time sitting there waiting to be podded would be a good idea.
Ella's Snack bar
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FT Diomedes
The Graduates Forged of Fire
598
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Posted - 2014.10.30 13:41:34 -
[19] - Quote
Dracvlad wrote:Having people sit in a ship just waiting to be killed/podded is not fun gameplay, also the power projection aspect needs to be made so there is a counter if you are quick.
...
The only thing I could not make my mind up on was whether CCP should keep the existing system too? In which case reducing the time sitting there waiting to be podded would be a good idea.
It adds some risk to the cyno pilot. Which is always a good thing. If you had a shorter cyno time, then hotdropping someone becomes even easier. Put cyno on bait ship, hostiles take bait, you drop them. Currently, they have ten minutes to reform and get back at you. Shortening that response time is a buff to hotdropping, which is why I won't support it.
Or, if you want a shorter cyno, put a more expensive ship at risk - use a recon to light the cyno. Now your ship is only stuck for five minutes, but if you get tackled you have to be able to defend the ship.
Or, if you want a shorter cyno, put a cheaper ship at risk. Use a noobship cyno, initiate self-destruct, light cyno with 19 seconds left. Jump. Cyno is down. Profit.
This is my signature. There are many like it, but this one is mine.
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
649
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Posted - 2014.10.30 13:52:03 -
[20] - Quote
FT Diomedes wrote: It adds some risk to the cyno pilot. Which is always a good thing. If you had a shorter cyno time, then hotdropping someone becomes even easier. Put cyno on bait ship, hostiles take bait, you drop them. Currently, they have ten minutes to reform and get back at you. Shortening that response time is a buff to hotdropping, which is why I won't support it.
Next week, hotdropping anything will become a lot harder. I think the OP's suggestion was meant to specifically balance the increased difficulty brought on by the Phoebe travel changes.
Not sure I agree with the notion, just thought I'd point out their reasoning.
CCP Falcon's thoughts on suicide ganking.
Reading Comprehension: so important it deserves it's own skillbook.
I want to create content, not become content.
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Arronicus
Bitter Lemons Brothers of Tangra
1208
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Posted - 2014.10.30 13:52:37 -
[21] - Quote
I'm good with cyno duration being reduced to 4-5 minutes, but being restricted from being fit to (all variations of) frigates and destroyers. As in, cannot be fit to. Covert cynos would of course stay for cov ops frigs.
If you want a shorter timer, then lets get rid of the ability to do cynos on throw-away frigates and rookie ships. |

FT Diomedes
The Graduates Forged of Fire
598
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Posted - 2014.10.30 14:01:43 -
[22] - Quote
Bronson Hughes wrote:FT Diomedes wrote: It adds some risk to the cyno pilot. Which is always a good thing. If you had a shorter cyno time, then hotdropping someone becomes even easier. Put cyno on bait ship, hostiles take bait, you drop them. Currently, they have ten minutes to reform and get back at you. Shortening that response time is a buff to hotdropping, which is why I won't support it.
Next week, hotdropping anything will become a lot harder. I think the OP's suggestion was meant to specifically balance the increased difficulty brought on by the Phoebe travel changes. Not sure I agree with the notion, just thought I'd point out their reasoning.
Next week, I can still jump Black Ops ships just fine. Black Ops ships can jump to a regular cyno just as well as a real one.
This is my signature. There are many like it, but this one is mine.
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FT Diomedes
The Graduates Forged of Fire
598
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Posted - 2014.10.30 14:07:21 -
[23] - Quote
Arronicus wrote:I'm good with cyno duration being reduced to 4-5 minutes, but being restricted from being fit to (all variations of) frigates and destroyers. As in, cannot be fit to. Covert cynos would of course stay for cov ops frigs.
If you want a shorter timer, then lets get rid of the ability to do cynos on throw-away frigates and rookie ships.
The amount of tears this change would produce might just raise sea levels around the world 2-3 centimeters.
It also would not improve QOL for Eve players, so not supported.
This is my signature. There are many like it, but this one is mine.
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Dracvlad
Taishi Combine Second-Dawn
496
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Posted - 2014.10.30 14:52:38 -
[24] - Quote
FT Diomedes wrote:Dracvlad wrote:Having people sit in a ship just waiting to be killed/podded is not fun gameplay, also the power projection aspect needs to be made so there is a counter if you are quick.
A suggestion I had for the new mobile depot things was a cyno structure that you dropped in space, which had a timer for dropping, say 30 seconds then you activated the cyno with fuel as it is currently and while you stayed within 2,500 metres of the cyno it would continue to work up to 10 minutes, then you just scooped it and thats that. If you moved further than 2500 metres then it would end and you could scoop. I would make it so anyone could scoop it once the cyno had stopped, so it would create combat.
You need to be able to drop next to a station, which is required otherwise there is no point.
The only thing I could not make my mind up on was whether CCP should keep the existing system too? In which case reducing the time sitting there waiting to be podded would be a good idea. It adds some risk to the cyno pilot. Which is always a good thing. If you had a shorter cyno time, then hotdropping someone becomes even easier. Put cyno on bait ship, hostiles take bait, you drop them. Currently, they have ten minutes to reform and get back at you. Shortening that response time is a buff to hotdropping, which is why I won't support it. Or, if you want a shorter cyno, put a more expensive ship at risk - use a recon to light the cyno. Now your ship is only stuck for five minutes, but if you get tackled you have to be able to defend the ship. Or, if you want a shorter cyno, put a cheaper ship at risk. Use a noobship cyno, initiate self-destruct, light cyno with 19 seconds left. Jump. Cyno is down. Profit.
Why do people always assume you are a noob and post obvious gameplay tips, first of all I have been jumping capitals for a long time and in any case if I wanted suggestions I would ask in warfare and tactics.
You also did not understand the suggestion, because you were so focussed on how knowledgeable you were and what a noob I was and if you make me look like a noob then the suggestion would be ignored, removing the key parts shows your intent, try harder at forum warfare because its pretty sad... So I have re-included it to show what I was talking about.
To refute the unthinking reply you made my structure idea means that the cyno would not be instant and had to actually anchor before you could light it, so making hotdropping someone more difficult.
Ella's Snack bar
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