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Drakonei
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Posted - 2007.03.18 20:47:00 -
[1]
Just wanted to do a quick double-check on something from those who know..
I'm aware it used to be that generating a Cynosural field meant other ships couldnt lock onto you. (or more accurately, they couldnt start locking onto you. But if they had a lock before you activated the module, then that lock remained.)
Is it still like this, or was it changed in a patch to allow locks at all stages of generating the field?
Thanks for your help guys (and gals).
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Elmicker
Unscoped Myriad Alliance
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Posted - 2007.03.18 20:59:00 -
[2]
You can be locked while generating a cynosural field, but you still can't lock back for the 10 minutes (or 5 in a force recon). So only generate it in a POS or in a ship you're willing to lose.
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Refiner Gal
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Posted - 2007.03.18 21:07:00 -
[3]
You cant move dock, eject while generating a cyno.
You can activate moduels and lock ect ect to defend yourself but still cant move and if the cyno ship dies the cyno dies to.
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SauronTheMage
Caldari Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.03.19 01:05:00 -
[4]
Originally by: Refiner Gal You cant move dock, eject while generating a cyno.
You can activate moduels and lock ect ect to defend yourself but still cant move and if the cyno ship dies the cyno dies to.
So if someone fires up a cyno, and you blow the ship up 5-10 sec later... the cyno vanishes as soon as the ship blows up? If this is the case, if the ship is blown up while the capital ship on the other end is in the middle of its jump sequence... will the jump get cancelled or will the ship still warp into that system?
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Vmir Gallahasen
Gallente Omniscient Order Cruel Intentions
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Posted - 2007.03.19 03:55:00 -
[5]
Quote: You can be locked while generating a cynosural field, but you still can't lock back for the 10 minutes (or 5 in a force recon). So only generate it in a POS or in a ship you're willing to lose.
Not exactly correct. You can be targeted and shot at by enemy ships, and can target and shoot them back. All modules will work normally, except that you cannot move or warp.
If the cyno ship is destroyed, the cyno will disappear. If a cap ship is en route to the cyno when this happens, it will instead be deposited into the sun which usually fires you in a random direction at extreme velocity.
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Snikkt
Time Cube Syndicate Daikoku Trade Syndicate
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Posted - 2007.03.19 04:06:00 -
[6]
It's usually best to be nice and hidden before generating one. ------------------- My opinions (ie, all of my posting here) are not my corporations. Nor should it be taken as such. |

Damien Smith
Turbulent
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Posted - 2007.03.19 05:32:00 -
[7]
Originally by: Snikkt It's usually best to be nice and hidden before generating one.
You mean hidden with a beacon on the overview that anyone can warp to that screams "come and gank me, I cant move!" in big letters?
If so then yeah, nice and hidden is best. ----- My sparkly tinfoil hat is extremely distracting, and makes my eyes bleed. -Conuion Meow ([email protected]) Join channel 'Turby' or die! (bring pie) Actually... no, it was teh sig. I'm wearing tinfoil goggles already. -Teh Meow |

STLEM2
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Posted - 2007.03.19 12:01:00 -
[8]
Originally by: Damien Smith
Originally by: Snikkt It's usually best to be nice and hidden before generating one.
You mean hidden with a beacon on the overview that anyone can warp to that screams "come and gank me, I cant move!" in big letters?
If so then yeah, nice and hidden is best.
I prefer the one that says 'Multiple Capital ships have just arrived at this location, come to pappa.'
Also a few capital reps make your cyno ships last that much longer.
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