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agito velox
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Posted - 2006.09.10 00:34:00 -
[1]
Hey there,
I've heard many rumours of people being able to somehow "deactivate" their cyno field generators under the 10 minute limit alowing them to set up a cyno , jump in a capital ship and deactivate the cyno.
This means that your cynoship is not in as much risk as a cynoship that is not using the "exploit" and that your cyno only appears on the map for a very brief time.
Now : considering that the gamerules say that you can't move for 10 minutes after deploying a cyno this is an exploit right?
Let me also add that this tactic has been used by goonfleet extensively (name and shame) and ofcourse that this is an alt since i would most likely get my ass kicked if my alliance leader knew i posted this (this is the reason i use alts to post on the forums , not that i'm afraid of my enemy)
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lolz0rb
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Posted - 2006.09.10 00:44:00 -
[2]
petition
under harrasment and exploit <- both of which count.. also if you know there current loction tell ccp.. let a GM watch them move it.. they do not have to always show up in local :)
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Dushdee Malone
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Posted - 2006.09.10 00:56:00 -
[3]
Don't petition under both - just petition under exploit. For crying out loud there are enough petitions floating around as it is.
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St Dragon
Deep Core Mining Inc.
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Posted - 2006.09.10 01:02:00 -
[4]
Originally by: lolz0rb petition
under harrasment and exploit <- both of which count.. also if you know there current loction tell ccp.. let a GM watch them move it.. they do not have to always show up in local :)
Ideaot it is not harrasment but an exploit just petition in exploit. -----------------------------------------------
"Kill one man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill them all, and you are a god." -- Jean Rostand |

Tia Kohi
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Posted - 2006.09.10 01:07:00 -
[5]
I know you can now dock after you generate a cyno and the cyno stays in place till down time.
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DHU InMe
Gallente JUSTICE Inc.
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Posted - 2006.09.10 01:32:00 -
[6]
Originally by: Tia Kohi I know you can now dock after you generate a cyno and the cyno stays in place till down time.
imo it a bug from the lastest kali patch. __ Eve Links Got a new idea ? (Last updated 9 Mai 06) |

President Hours
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Posted - 2006.09.10 01:49:00 -
[7]
The latest patch is not Kali, it is an exploit, this thread will get locked - no discussion of exploits.
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Jarmon Karlentis
Caldari Setenta Corp Xelas Alliance
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Posted - 2006.09.10 01:58:00 -
[8]
Originally by: agito velox Hey there,
I've heard many rumours of people being able to somehow "deactivate" their cyno field generators under the 10 minute limit alowing them to set up a cyno , jump in a capital ship and deactivate the cyno.
This means that your cynoship is not in as much risk as a cynoship that is not using the "exploit" and that your cyno only appears on the map for a very brief time.
Now : considering that the gamerules say that you can't move for 10 minutes after deploying a cyno this is an exploit right?
Let me also add that this tactic has been used by goonfleet extensively (name and shame) and ofcourse that this is an alt since i would most likely get my ass kicked if my alliance leader knew i posted this (this is the reason i use alts to post on the forums , not that i'm afraid of my enemy)
My cyno always lasts 5 mins. Never longer. Don't forget Force Recon ships get a 50% bonus to cyno field duration.
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D'onryu Shoqui
Gallente Vengeance of the Fallen Imperium Alliance
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Posted - 2006.09.10 02:04:00 -
[9]
gotta say ive noticed loads of cynos with no ships near them in the last few days
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Blind Man
Caldari 0utbreak
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Posted - 2006.09.10 02:11:00 -
[10]
Originally by: D'onryu Shoqui gotta say ive noticed loads of cynos with no ships near them in the last few days
putup cyno, jump in ship, dock or jump, keep moving.
SignatureTemporarily Out Of Order |

Sheial Tarlien
Minmatar Forsaken Empire
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Posted - 2006.09.10 02:20:00 -
[11]
Originally by: Blind Man
Originally by: D'onryu Shoqui gotta say ive noticed loads of cynos with no ships near them in the last few days
putup cyno, jump in ship, dock or jump, keep moving.
Swicthing ships makes it vanish shifting ships makes it vanish
on the expliot thing since the chance of them changing ships will more then likely only happen at a POS its poinntless and wastinng GM's time tbh to petition it especialy under expliot just bug report it ect
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CharlieMurphy
Amarr Viziam
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Posted - 2006.09.10 02:24:00 -
[12]
oh dear and another exploit surfaces for the general public to inspect....
makes you wonder if ccp actually tests this stuff - or is it couple of weeks on sisi and hope the players submit a bug report?
before any new ships/weapons/skills etc gets introduced please ccp i beg you fix the exploits
(especially the bubble escape cheat but all the others too )
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Blind Man
Caldari 0utbreak
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Posted - 2006.09.10 02:30:00 -
[13]
Originally by: CharlieMurphy oh dear and another exploit surfaces for the general public to inspect....
makes you wonder if ccp actually tests this stuff - or is it couple of weeks on sisi and hope the players submit a bug report?
before any new ships/weapons/skills etc gets introduced please ccp i beg you fix the exploits
(especially the bubble escape cheat but all the others too )
most of the time the players dont get access to the new stuff on sisi to test it 
SignatureTemporarily Out Of Order |

ElCoCo
Gallente KIA Corp
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Posted - 2006.09.10 02:34:00 -
[14]
Excuse me if I don't mind at all... whoever thought of having a player completely immobile and unable to do something in a game, needs a kick in the nads 
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CharlieMurphy
Amarr Viziam
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Posted - 2006.09.10 02:42:00 -
[15]
Quote: Excuse me if I don't mind at all... whoever thought of having a player completely immobile and unable to do something in a game, needs a kick in the nads
hmmm i have seen alot of cynos but rarely have i seen one in actual combat the last time i did see this a ship zoomed up and poped a cyno right next to me, it wasnt just immobile but was also untargetable and invinceable (possibly a smart bomb would have hit i dont know)
another bug?
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ElCoCo
Gallente KIA Corp
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Posted - 2006.09.10 02:44:00 -
[16]
You're now targettable if you create a cyno.... being a 10minute sitting duck is the gaming of the 21st century 
(or ofcourse everything is going towards everyone having multiple accounts)
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ElCoCo
Gallente KIA Corp
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Posted - 2006.09.10 02:50:00 -
[17]
btw I'm realy confused as to how it's supposed to be realy.
You used to be untargetable (displayed msg of being invulnerable) when creating a cyno, but you weren't that invulnerable since smartbombs could kill you.
Now you can create the cyno and be locked on, but you can also dock, board another ship or jump to get "free". If you do that and reenter space now, the cyno stays up until next DT and for the members in your gang at the time, you don't need to recreate it as long as you're in space for them to jump to it... you don't even need to be there, being a safespot will do just fine and they'll jump where the cyno was created 
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Verite Rendition
Caldari AUS Corporation CORE.
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Posted - 2006.09.10 02:57:00 -
[18]
Originally by: ElCoCo btw I'm realy confused as to how it's supposed to be realy.
You used to be untargetable (displayed msg of being invulnerable) when creating a cyno, but you weren't that invulnerable since smartbombs could kill you.
Now you can create the cyno and be locked on, but you can also dock, board another ship or jump to get "free". If you do that and reenter space now, the cyno stays up until next DT and for the members in your gang at the time, you don't need to recreate it as long as you're in space for them to jump to it... you don't even need to be there, being a safespot will do just fine and they'll jump where the cyno was created 
Cyno fields have just always been wierd. The fact of the matter is, is that those of us stuck doing this crap aren't amused that cyno generation is no longer immune, but as long as we can dock or otherwise not have to spend all 10 minutes being the sitting duck, it's acceptable. Now if CCP changes that balance towards making cyno-generators(the player) more destructable, then you'll get some people *****ing. ---- AUS Corp Lead Megalomanic |

CharlieMurphy
Amarr Viziam
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Posted - 2006.09.10 02:58:00 -
[19]
Edited by: CharlieMurphy on 10/09/2006 02:58:53 so infact you can cheat because you create the cyno and then have it there on a semi permanent basis... thereby avoiding the need for fuel? whilest the gain from that is really quite small its certainly a rather serious cheat
i would ask for gms to be stationed in systems where this commonly happens (like reblier where its not unusual to see 6 or more bugged cynos) and to krack down with bans upon the people that are exploiting this
hows about it ccp? cheating is bad isnt it ?
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Verite Rendition
Caldari AUS Corporation CORE.
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Posted - 2006.09.10 03:04:00 -
[20]
Originally by: CharlieMurphy Edited by: CharlieMurphy on 10/09/2006 02:58:53 so infact you can cheat because you create the cyno and then have it there on a semi permanent basis... thereby avoiding the need for fuel? whilest the gain from that is really quite small its certainly a rather serious cheat
i would ask for gms to be stationed in systems where this commonly happens (like reblier where its not unusual to see 6 or more bugged cynos) and to krack down with bans upon the people that are exploiting this
hows about it ccp? cheating is bad isnt it ?
Honestly, I haven't seen anyone really utilizing the fuel-saving aspect. Most people are just docking because it's better than leaving your ass in space unprotected for 10 minutes just to keep from leaving up an old cyno. Old cynos stay up whether the gang is still alive or not. ---- AUS Corp Lead Megalomanic |

CharlieMurphy
Amarr Viziam
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Posted - 2006.09.10 03:04:00 -
[21]
thats not the point 
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Verite Rendition
Caldari AUS Corporation CORE.
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Posted - 2006.09.10 03:10:00 -
[22]
Originally by: CharlieMurphy thats not the point 
Sure that's the point. I don't want to be sitting around with an intergalactic "kick me" sign on me for 10 minutes if there's a way to avoid it. No on really gives a damn about this except gankers, and I'm not going to meet them half-way here. ---- AUS Corp Lead Megalomanic |

CharlieMurphy
Amarr Viziam
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Posted - 2006.09.10 03:13:00 -
[23]
but that is the price of making a cyno....a beacon that can make a large package of wtfpwned leap into a system and rain death upon your enemys
its part of the game that you pay a penalty for that - when you fit a mwd you lose a big chunk of your cap, when you make a cyno your immobile for a bit
perhaps ccp intended that you have some friends to guard you and single ships shouldnt be able to drop a cyno at will in complete safety people avoid it cause they think the rule can be evaded and it doesnt apply to them, i think it should
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ElCoCo
Gallente KIA Corp
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Posted - 2006.09.10 03:20:00 -
[24]
Originally by: Verite Rendition Old cynos stay up whether the gang is still alive or not.
Yes, until DT. However to jump to that cyno the gang must still be active, the cyno creator inspace and it will only work with the ppl that were in the gang at the time of creation.
I stumbled upon this by accident today and ofcourse the important thing is not that you can save ozone in terms of isk, but that you can have 1 person create the field to last all day long for that gang (no logistics need for ozone) and that now the creator is safer while doing it.
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Hippo117
Caldari 9th Fleet Academy
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Posted - 2006.09.10 03:22:00 -
[25]
Originally by: CharlieMurphy but that is the price of making a cyno....a beacon that can make a large package of wtfpwned leap into a system and rain death upon your enemys
its part of the game that you pay a penalty for that - when you fit a mwd you lose a big chunk of your cap, when you make a cyno your immobile for a bit
perhaps ccp intended that you have some friends to guard you and single ships shouldnt be able to drop a cyno at will in complete safety people avoid it cause they think the rule can be evaded and it doesnt apply to them, i think it should
In the case of the cyno being on a station though, the player is actually more veulnerable if he docks and undocks, because when the syno ship is still cyno active (ie, not docked) he cant be locked or smartbombed to begin with. Still an exploit though of course. --------------
My opinions may not represent the opinions of my corporation or alliance. Booby > Rokh Caldari != win button. |

Jerick Ludhowe
Arcana Imperii Ltd.
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Posted - 2006.09.10 03:43:00 -
[26]
Originally by: ElCoCo Excuse me if I don't mind at all... whoever thought of having a player completely immobile and unable to do something in a game, needs a kick in the nads 
If you mind or not is not the issue, the issue is if being able to dock/jump during the cyno launch duration was intended. I'm not 100% certain as I have not been able to find any official dev response on the issue however I have a feeling that it is not intended. If that is the case then using such a bug is indeed an exploit.
I'm in now way arguing that sitting idle for 10 minutes is ballanced or unballanced because I do not have enough personal experiance in that part of the game to have any reasonable opionion. All I'm saying is that justifying the use of a bug to overcome a part of the game that you feel is unfair is bad news.
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MadClaw
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Posted - 2006.09.10 12:31:00 -
[27]
Edited by: MadClaw on 10/09/2006 12:31:19 you ppl need to learn to read : what we're talking about is "closing" cyno's making them last only just enough to jump a ship through. Not jumping/docking to make it last till DT
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Tachy
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Posted - 2006.09.10 12:39:00 -
[28]
This feature is heavily used for POS and NulSec supplying at the moment.
Just look at the map where cynofields are found that last longer than 5-10 minutes. --*=*=*--
Even with nougat, you can have a perfect moment. |

Chronus26
Gallente Dark Blood Contracts
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Posted - 2006.09.10 13:03:00 -
[29]
It's damned annoying, one of my local systems seems to have about 5 cynos active permanatly. Its just as bad as littering shuttles outside a station IMO. ----- Move along, nothing to see here... |

Philip Sterling
GALAXIAN Rule of Three
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Posted - 2006.09.10 14:18:00 -
[30]
Quit your moaning. How many kills have you actually missed out on because of these bugs? none. People would always generate the cynos right next to stations anyway. And for the claims that cynos staying up all day are cluttering up your otherwise happy solar system, get real. It doesn't affect you at all.
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