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Winter II
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Posted - 2007.04.04 13:34:00 -
[1]
creating a cyno field!
how does it work? i start my cyno module and then i can fly away and hide? can i cloak? can i move? can i defend my self?
using a recon ship is good becouse of the bonus, but if i do it in a hostile system and i then after making the cyno i cant get away and hide until my cap ship arrive it will be stupid to sit in a recon (xxx mil isk) insteed of a cheap cruiser.
how does this work, do tell me :)
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Ortu Konsinni
KIA Corp KIA Alliance
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Posted - 2007.04.04 13:53:00 -
[2]
You can't move as long as your cyno field generator is active. Not sure if you can cloak as I've never tried it with a recon ship. You can be locked and shot and destroyed. Not sure if you can shoot back. You used to be able to jump out or dock if you were within jump range of a gate or within docking range of a station, but not anymore.
Any way you look at it though... it's stupid. With how cyno fields work, especially in relation to recon ships, the only good cyno ship is a cheap frigate with as much cargo space as possible. It's idiotic to risk an expensive recon ship (with an expensive cloak) with the current system. --- High quality pics of ALL EVE ships!
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Acinonyx Jubatus
International Multi-Player Consortium Interstellar Alcohol Conglomerate
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Posted - 2007.04.04 13:59:00 -
[3]
Edited by: Acinonyx Jubatus on 04/04/2007 13:55:02 Don't think you cna cloak for 2 reasons.
The module is active(probably not the problem but the other one is...
You're too close to the cyno when it's up, can't cloak near it and you can't move.
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Karl Heineker
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Posted - 2007.04.04 14:21:00 -
[4]
can't cloak, can't move, can attack targets, can activate defences :)
tested with arazu and cov ops cloak :)
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Sylaan
Caldari Rakeriku Otaku Invasion
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Posted - 2007.04.05 12:36:00 -
[5]
The whole design is beyond stupid. And, if I am not mistaken, everyone can just warp to the cyno field since it appears on the overview. They should at least remove the cyno from the overview so people will have to actually scan for it. Lame.
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Gartel Reiman
Project F3
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Posted - 2007.04.05 13:13:00 -
[6]
My guess is that since it's for moving capital ships about, it's a tactical weak point and CCP intended for it to be protected by a modest escort. In the same way that haulers are generally slow and defenceless - you might be able to make solo runs in them, but if you do, you can't complain if you get ganked.
Since you're using cynos to jump carriers and fleet-level ships about, it seems reasonable that you could use a modest gang to secure the cyno.
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Hectaire Glade
Forum Jockey
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Posted - 2007.04.05 13:27:00 -
[7]
I read a guide which said you couldn't be locked while the generater was running, not the case? Admitedly you are deadmeat when the cycle finishes anyway
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Chronus26
Gallente Infinitus Odium
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Posted - 2007.04.05 13:51:00 -
[8]
Originally by: Hectaire Glade I read a guide which said you couldn't be locked while the generater was running, not the case? Admitedly you are deadmeat when the cycle finishes anyway
Was the case in the past, but was strictly-speaking a bug and was fixed a good few patches ago. -----
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RyMcQeN I
Caldari Elite Storm Enterprises Storm Armada
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Posted - 2007.04.06 21:18:00 -
[9]
Unless something has changed in the recent patches, this is what I know about creating a cyno field.
1: Must first be in gang with the pilot who is jumping to you before activating the cyno field.
2: Once active your ship's propulsion and warp ability are put offline (so you come to a stop).
3: With the exception of various recon ships that get bonus's to cyno duration, all cyno field durations are 10minutes long.
4: While the cyno is active you "should" be able to do anything but move, such as target another ship and activate modules.
5: About the cloaking once activating the cyno... I believe it is possible however you must be moving prior to activating the cyno and hopefully will coast to a stop more than 2000 meters away from the cyno, once past the 2000 meters you should be able to activate the cloak.
6: Ejecting from your ship is not possible while the cyno is active.
7: A capital ship pilot (or multiple pilots) can jump to the same cyno multiple times while its active.
8: Not 100% positive about this one but I believe that an enemy can target the cyno and destroy it.
Thats all I can think of right now, if theres anything I missed or if someone finds a discrepency feel free to correct me. Hope this helps. Your signature exceeds the maximum allowed dimensions of 400x120 pixels and filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |

Hoshi
Blackguard Brigade
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Posted - 2007.04.07 00:13:00 -
[10]
Originally by: RyMcQeN I
5: About the cloaking once activating the cyno... I believe it is possible however you must be moving prior to activating the cyno and hopefully will coast to a stop more than 2000 meters away from the cyno, once past the 2000 meters you should be able to activate the cloak.
Not possible, just tested a min ago for a friend asking the same question. Used an mwd on a Falcon so I ended up 15km from the field and got this msg when I tried to cloak:
2007.04.06 23:56:17 Notify You can't cloak because the module Cynosural Field Generator I is active ---------------------------------------- A Guide to Scan Probing in Revelations |

Celestra Doxaila
Gallente Enosis
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Posted - 2007.04.07 20:02:00 -
[11]
Originally by: Hoshi
Originally by: RyMcQeN I
5: About the cloaking once activating the cyno... I believe it is possible however you must be moving prior to activating the cyno and hopefully will coast to a stop more than 2000 meters away from the cyno, once past the 2000 meters you should be able to activate the cloak.
Not possible, just tested a min ago for a friend asking the same question. Used an mwd on a Falcon so I ended up 15km from the field and got this msg when I tried to cloak:
2007.04.06 23:56:17 Notify You can't cloak because the module Cynosural Field Generator I is active
Interesting, as I thought they fixed that a couple patches ago, to allow recon cruisers to activate both the cloak and the cyno at the same time.
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Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.04.07 23:44:00 -
[12]
Originally by: Celestra Doxaila
Interesting, as I thought they fixed that a couple patches ago, to allow recon cruisers to activate both the cloak and the cyno at the same time.
What they fixed was the ability to have both fitted at the same time (before even if you had one offline the other did not work). ---------------------------------------- A Guide to Scan Probing in Revelations |

Washell Olivaw
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Posted - 2007.04.08 01:27:00 -
[13]
No personal experience with cap ships and cyno's yet nor will I probably for any time to come. Still, curiousity forces me to ask the following :
Do other players see the cyno field "growing" from the moment the module is activated or does it just pop up when the module is done? Is there actually a visual component to it?
Does it pop up on overview when the module is activated or when the field is done?
Just trying to get an idea of the weaknesses of moving cap ships around and firing doomsday weapons.
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Athanasios Anastasiou
Elite Storm Enterprises
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Posted - 2007.04.08 02:25:00 -
[14]
Edited by: Athanasios Anastasiou on 08/04/2007 02:21:42
Originally by: Washell Olivaw No personal experience with cap ships and cyno's yet nor will I probably for any time to come. Still, curiousity forces me to ask the following :
Do other players see the cyno field "growing" from the moment the module is activated or does it just pop up when the module is done? Is there actually a visual component to it?
Does it pop up on overview when the module is activated or when the field is done?
Just trying to get an idea of the weaknesses of moving cap ships around and firing doomsday weapons.
When you activate the cyno mod, a visual field opens up and the cyno is made available on the overview and remains that way for the next 10 minutes (or less depending on ship bonus).
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Esurnir
Amarr Bears Inc FREGE Alliance
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Posted - 2007.04.08 02:57:00 -
[15]
Read a lot of bs in this thread .
Here is the checkup :
First you consume 500 liquid ozone -50 per level of cyno field theory Second you get 100% webbed. You can still move if bumped. Third you can't cloak. You can attack target. You can get attacked. A beacon appear in overview that permit people to warp to you. You are a big easy shot. And most of the time people will try to nuke you immediately to avoid the threat that pose a cyno. You need to be in gang (whatever place) before you activate the cyno (same with the cap pilot, they need to be in gang before you activate it). To jump on you they need to right click your name and jump on you.
Using a recon ship is usefull for mid point jump. (you escape faster and consume less fuel). But don't use it in the middle of an ennemy fleet, use a cheap frig instead. Lot cheaper to loose (because you'll loose it).
Any other question ? ----
Quote: Thou shall pew pew.
Book of Revelation 12, 51 |

Elderberry Whine
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Posted - 2007.04.08 15:19:00 -
[16]
Originally by: Esurnir Read a lot of bs in this thread .
Any other question ?
Can a DD hit any cyno, or just a ganged cyno?
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Nefertria Amarriantis
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Posted - 2007.04.27 13:01:00 -
[17]
So can a capital jump to the cyno as soon as the gang member activates his cyno module and then after 10 mins that cyno field disapears, or can they only jump after the 10 minutes is up? Im assuming the first point but wanted to be sure.
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Chronus26
Gallente Team Laser Explosion
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Posted - 2007.04.27 13:05:00 -
[18]
Originally by: Nefertria Amarriantis So can a capital jump to the cyno as soon as the gang member activates his cyno module and then after 10 mins that cyno field disapears, or can they only jump after the 10 minutes is up? Im assuming the first point but wanted to be sure.
First point is correct. As soon as the Cyno Gen is activated the Capital ships are able to jump to it. -----
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Nefertria Amarriantis
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Posted - 2007.04.27 13:53:00 -
[19]
K, cheers Chronos
Its actually your old post on one of the archon threads that has given me the setup I will be using next month when i get in it, so cheers for that an all :D
Nef
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Vasiliyan
Black Straw Research
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Posted - 2007.04.27 14:47:00 -
[20]
IMO it's a bit dumb that there's no requirement to keep the cynoing ship alive after it's fired the cyno. This makes capital ships the fast-response ships of Eve because they don't have to endure the warp delay that anyone else does.
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Audemed
Wraiths Reborn Privateer Alliance
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Posted - 2007.04.27 20:16:00 -
[21]
You can't just cyno a carrier anywhere without worry. You'll likely never be able to warp off, and if you didn't land on a station....Even if you do, bumpbumpbump, you've seen the vids. Jumping a carrier in for support like that ia a VERY risky proposition. ------ Currently stationed in Iraq, 190 days left to go!
PVP in EvE is consentual, you agree to it when you login.
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Bruno Felix
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Posted - 2007.05.14 22:02:00 -
[22]
where could i find the vids of a cyno field, jumping, etc? i hear everyone talking bout it in-game....n i dont have a clue on its operation n appearance. ive bin playin the game 4 almost a year n i still havnt figured it out.
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HuGo87
Caldari Princeps Corp YouWhat
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Posted - 2007.05.15 04:12:00 -
[23]
Originally by: Sylaan [...]They should at least remove the cyno from the overview so people will have to actually scan for it. Lame.
suposedly, it's a giant beacon that can be detected light years away. people in the system are hundreads of thousand of times closer; it' only logical THEY can see it too.
Originally by: RyMcQeN I
[...]Must first be in gang with the pilot who is jumping to you before activating the cyno field.[...]
that's been fixed in the [currently] lastest patch
Originally by: Bruno Felix where could i find the vids of a cyno field, jumping, etc? i hear everyone talking bout it in-game....n i dont have a clue on its operation n appearance. ive bin playin the game 4 almost a year n i still havnt figured it out.
www.youtube.com
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