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GEEE Man
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Posted - 2007.09.11 19:42:00 -
[1]
Edited by: GEEE Man on 11/09/2007 19:48:20 please o please tell me why the hell you put these ingame :)?
what happend to "beat the blob" - the only way to kill one is with a massive BS gang? (as u cant cyno in ur capitals)
It means u can take space and never have to defend it cos you could just put a cyno jammer down and your sorted....... way to go ccp
/me considers cancelling all accounts because of this complete and utter failure by CCP 
EDIT: They are like 7mil, If you wanted rid of capitals CCP u coulda just pressed your red button :)
FAIL! Thanks
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Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2007.09.11 21:02:00 -
[2]
It's called get a bs gang and blow the jammer up.
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Dark Hunterj
Gallente CodeManiaxx Ltd Sempiternus
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Posted - 2007.09.11 21:10:00 -
[3]
Long leave need for speed then
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GEEE Man
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Posted - 2007.09.11 22:06:00 -
[4]
Edited by: GEEE Man on 11/09/2007 22:11:25
Originally by: Gaogan It's called get a bs gang and blow the jammer up.
with 15mil HP? BS gang isnt the word Blob is.
Point is, there too easy to setup and to easy to keep alive for what they acheive
7.2mil and all u need is Sov3 afaik? thats shocking, its a completely screwed balance, if they are so easy to setup, they should be so easy to kill imo :)
EDIT: Oh and also Gaogan, If they are so easy to setup, killing one will only mean that within a few minutes of it being destroyed, it could be easilly setup, wheres the fun in that?
REMOVE IT would be the optional choice. Its going back like a little while when pos warfare was only able to be done in BS. Capitals were brought in to aid with pos warfare, now, the use of capitals vs a POS with a cyno jammer is non exsistant, and a well armed POS would be pretty hard to kill with only battleships. Wouldnt you agree? :)
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Andreya
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Posted - 2007.09.12 05:48:00 -
[5]
i dont like em, but instead of removing them,. make em have an insane amount of fuel requirement,,, and in 'reality' they probably would,,, seeing as they are powerful enough to effect an entire solar system
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GEEE Man
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Posted - 2007.09.12 10:23:00 -
[6]
I could agree with that, also, the price has to be radically increased - so as to make them not defend small and lets say "useless" pos's, they have to be so expensive that you have to think about if setting one up would be actually worth it, rather than just being able to say:
"Hey, there 7.2mil, stop capfleets getting to my pos and means I dont have to defend my POS as much as I would if they COULD drop capitals on it... Brilliant. Lets stop all capitals in 0.0 with these" And Then run ur evil plan.
CCP DO SOMTHING, its incredible how stupid this was implemented even for you guys 
TY
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Hir0 Nakamura
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Posted - 2007.09.12 10:35:00 -
[7]
Cyno Jammers ftw!!!
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Dark Hunterj
Gallente CodeManiaxx Ltd Sempiternus
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Posted - 2007.09.12 17:51:00 -
[8]
To increase price for a npc sell order is a crime.
Why? Because everyone will buy millions of thouse items and then sell them lower then npc sells.
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GEEE Man
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Posted - 2007.09.12 19:39:00 -
[9]
Edited by: GEEE Man on 12/09/2007 19:42:17 Erm, so say the price was 200mil, and they could buy them at 200mil, and sell them lower.
What would the point be in that?
EDIT: If you wanted to lose/give away money like that mate you could just send me some isk  :
And i've got no care in the world about selling/buying of this item, my point IS that they are way to cheap and easy to setup/run for the job they do.
please dont derail this mate 
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Valandril
Caldari Resurrection R i s e
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Posted - 2007.09.12 19:45:00 -
[10]
In simple, nerf theyr hp so 10bs can take it down in 10 minutes. ---
Battlecarriers ! |

GEEE Man
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Posted - 2007.09.12 19:46:00 -
[11]
Nice to see some have sense!
FIX CCP plz 
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Partacz
Amarr Imperial Academy
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Posted - 2007.09.12 20:15:00 -
[12]
I think the best solution fixing cyno jammers would be giving them a purpose. Atm they have only 1 stupid role. Jam, jam, jam... You can spam it where you want if u have the sov lvl. And with time there will be alot of alliances with this sov lvl. So i would suggest give them a role. Like to defend a system with an outpost. So you can only setup them in a system with an outpost. Problem solved. No cyno jammer spam.
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.09.13 02:17:00 -
[13]
Originally by: Dark Hunterj To increase price for a npc sell order is a crime.
Why? Because everyone will buy millions of thouse items and then sell them lower then npc sells.
Originally by: GEEE Man Edited by: GEEE Man on 12/09/2007 19:42:17 Erm, so say the price was 200mil, and they could buy them at 200mil, and sell them lower.
What would the point be in that?
EDIT: If you wanted to lose/give away money like that mate you could just send me some isk  :
And i've got no care in the world about selling/buying of this item, my point IS that they are way to cheap and easy to setup/run for the job they do.
please dont derail this mate 
The man means buy 200 of them when they're 7.2m NPC and then selling the damn things at 150m once the NPC price becomes 200m.
I think at one point they had in the patch notes that they would greatly increase the price of Tractor Beam BPOs. The spike in purchases of those BPOs immediately after (until they removed that error from the patch notes) was rather large. . .
Originally by: Valandril In simple, nerf theyr hp so 10bs can take it down in 10 minutes.
10 BS can take one down in 10 minutes? Okay, I'll bring 100 BS and take it down in 1 minute, before any defenders can respond. Or 200+ Tempests and just alpha it and call in the dreads. Anything a small gang can kill, a blob can kill faster (particularly if it's a stationary target). -------------------------------------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

GEEE Man
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Posted - 2007.09.13 06:25:00 -
[14]
Not admitting the price would be increased could be a good start, though I would have to agree people would abuse the price increase.
-------------
Alot of alliances will be getting Sov3/have it, that means alot of them will consider implementing cyno jammers to their pos systems, and with them being so easy to setup, they will go up in every system with a pos and with sov3, thats almost certain.
So what happends to capital warfare...
Well it doesnt, does it? capitals become redered useless unless you want to gank a small gate camp in 0.0. Alliances with cyno jammers are surely not going to engage you outside of their cyno field jammer system, where they could use capitals, but you cannot. The game shouldnt be all about POS warfare, about 60%+ of eve thinks POS warfare is boring, but its becoming part of the game, and to increase the strength of POS's (which infact is what has happend) is ludicris.
Somthing HAS to be done about the strenghth/price/role of the jammers.
It's like the 8x heatsink geddon back in the day' 
So please CCP, ive asked nicely 
Thanks for all replys G
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Sfatia
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Posted - 2007.09.13 07:44:00 -
[15]
whats with the 50+ dread/carrier gang that can simply jump in then and start killing towers?
maybe decrease cyno jammers HP is the right way to go?
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Una D
Ex Coelis Hydra Alliance
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Posted - 2007.09.13 11:40:00 -
[16]
You do understand that cyno jammers jam friendly caps as well? if you jamm everything you are grounding your own cap fleet as well. Besides it's easy enough to get in and kill that thing. you need to kill the shield and armour. Structure (where most of the HP is) is non issue. Incapacitate it, pop a cyno, drop in dreads/carriers/titans/whatever and blast the crap out of the POS. You will need a BS fleet anyway as a support and for locking down the system while the caps do their thing.
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Markousa
Minmatar Pator Tech School
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Posted - 2007.09.13 14:01:00 -
[17]
ask all the alliances that have taken space since the latest patch how they did it eg smashkill and friends Vs Mad pact i think was one of the later thing ive been reading in the alliance forums
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GEEE Man
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Posted - 2007.09.17 10:40:00 -
[18]
All been said, I still dont agree with them.
its effectivly going to remove capital fleet fights from the game if they are so easy to be installed.
Though, i've got very little faith in CCP that they will see the light and fix it.
But i've been wrong in the past 
o/
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Valandril
Caldari Resurrection R i s e
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Posted - 2007.09.17 11:01:00 -
[19]
Originally by: Jurgen Cartis
Originally by: Valandril In simple, nerf theyr hp so 10bs can take it down in 10 minutes.
10 BS can take one down in 10 minutes? Okay, I'll bring 100 BS and take it down in 1 minute, before any defenders can respond. Or 200+ Tempests and just alpha it and call in the dreads. Anything a small gang can kill, a blob can kill faster (particularly if it's a stationary target).
And whats wrong with it ? In this case at least it will be killable with 10 ppl. ---
Battlecarriers ! |

fire 59
Destructive Influence Band of Brothers
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Posted - 2007.09.17 11:09:00 -
[20]
Originally by: Gaogan It's called get a bs gang and blow the jammer up.
This. You don't need a blob, you need bs. Simple no?
Allied forces strike coalition fleet, wrecking for toys thrown out of pram damage ^^ |

Tradezac
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Posted - 2007.09.17 11:29:00 -
[21]
You do need quite a few people to kill a cyno jammer. Firstly you need quite a few BS to shoot the jammer, a small support fleet to camp the gate and provide support if hostiles show up, a "pit crew" of logistics ships to repair armor, shield and regen cap for the BS to keep fighting (you do realise that a POS with a cyno jammer will have guns and warp scrams on it?).
Good luck doing it without a "blob".
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Blazing Fire
Interstellar Operations Incorporated
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Posted - 2007.09.17 13:08:00 -
[22]
Stealth Bombers ftw.
Something like Anti Cyno Jammer bomb.
Uncloak, deploy, cloak before locked by the POS. Repeat enought times, so it is not an "I win" button.
Atm, you realy need a blob to kill a Cyno Jammer.
Blazing Fire CEO Interstellar Operations Incorporated Corp web site
Recruitment Looking for experienced players Looking for new EVE players
Services [Service] Killboard hosting [Service] Forum hosting [Service] Web site hosting [Service] Obelisk for rent [Service] Alliance Creation
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fire 59
Destructive Influence Band of Brothers
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Posted - 2007.09.17 13:47:00 -
[23]
Tbh, you only need a blob if the defending fleet fields a blob and as more than likely you will be striking to put the jammer down before they assemble, you don't need a blob at all.
Folks need to get out of the waddling blob mentality
Allied forces strike coalition fleet, wrecking for toys thrown out of pram damage ^^ |

jade ronin
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Posted - 2007.09.17 15:52:00 -
[24]
why not make it so it can only jam one or two feilds at a time. then you have to move in a few **** (sitting ducks) to jump in your fleet.
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Senator Martin'Lefouret
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Posted - 2007.09.17 15:56:00 -
[25]
cyno jammers are easy enough to take down, and they only need to be down for a minute to get you're caps in once they're in it doesn't matter.
Not to mention it prevents the defender from cynoing in caps too(ok jumpbridges can have them come in, dissable it too)
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Kataclismo
Gallente The Dragon Consortium SYSTEM SHOCK INITIATIVE
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Posted - 2007.09.17 17:30:00 -
[26]
they are easy to be incapacitated...you need just a few BS's gang... ALSO... if you want to put down a POS, WHY would you not have a 150 BS gang? all attacks to POS i was in had 100+ BS's, just 2 to 6 dreads and around 4 to 8 carriers... every POS we attacked and destroyed had NO BACKUP from its alliance, and i killed more then 8 POS's... if a POS is going down, the best to do is run away with the valuable things and let it go down. IF THERE IS NO FUN, THERES NO NEED TO BE DONE PLAY ΞνΞ ΘΠLІΠΞ
"Info: It is much more efficient to talk to yourself in person than via the chat system." |

Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.09.17 18:40:00 -
[27]
On my point of view, they should be vastly changed. Make it possible to filed as many as you want in a system (1 per POS). But make them have < 1 M hp. So small fast action raids are possible, but system will not be completely vulnerable by an attack at the 30 minutes when everyone in alliance is sleeping.
LOTS of SMALL objectives is the way to avoid BLOB CCP. Never ever FEW of HUGE. Huge objectives always lead to blobage.
If brute force doesn't solve your problem... you are not using enough |

GEEE Man
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Posted - 2007.09.17 18:49:00 -
[28]
Edited by: GEEE Man on 17/09/2007 18:49:13 16mil hp for a 7.2mil module is ott as it is anyway.
And for those who think you can take it down with a "small Bs gang"..
sitting for a few hours with a small bs gang killing a 7.2mil module is NOT my idea of fun, in ANY way.
by that time a gang twice your size will be there and have killed you, or you'll get reinforcements, then they will want more, then you will want more, than they, then you and then........ how the hell will that not turn into a BLOB, please explain that 
edit: spelling error
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CweerHawk
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Posted - 2007.09.17 18:55:00 -
[29]
Originally by: fire 59
Originally by: Gaogan It's called get a bs gang and blow the jammer up.
This. You don't need a blob, you need bs. Simple no?
you would consider that the POS has actually got some guns scram and stuff eh...
maybe not?
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Tradezac
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Posted - 2007.09.18 10:34:00 -
[30]
You do realise that the amount of HP that needs to be chewed through means that the only way to kill it in a time frame before enemies can begin to filter in requires 50+ BSes.
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fire 59
Destructive Influence Band of Brothers
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Posted - 2007.09.18 10:51:00 -
[31]
Originally by: CweerHawk
Originally by: fire 59
Originally by: Gaogan It's called get a bs gang and blow the jammer up.
This. You don't need a blob, you need bs. Simple no?
you would consider that the POS has actually got some guns scram and stuff eh...
maybe not?
Remote reppers/logistics drones are your friend.
Allied forces strike coalition fleet, wrecking for toys thrown out of pram damage ^^ |

Hellaciouss
Genco Interstellar Alcohol Conglomerate
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Posted - 2007.09.18 10:55:00 -
[32]
Originally by: Gaogan It's called get a bs gang and blow the jammer up.
All that needs to be said really. Get a battleship gang and blow it up! Takes team work and strategy (remote rep, rep drones, keeping velocity up) but a BS gang can easily take down cyno jammers. I think they are perfect as is right now.
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GEEE Man
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Posted - 2007.09.18 12:43:00 -
[33]
Yep, and very boring, they should be greatly reduced in HP or massivly increased in price to make it balanced.
Consider the price of capitals and mods vs price of a module that stops you using a capital in that system (SYSTEM WIDE) and takes a blob to kill in any reasonable time.
Sitting shooting some little field jammer is not my idea of fun, Game is supposed to be fun no? 
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GEEE Man
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Posted - 2007.09.22 01:02:00 -
[34]
CCP get off ur rear ends and do somthing about this!!
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0mega
GoonFleet GoonSwarm
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Posted - 2007.09.22 02:18:00 -
[35]
The issue isn't really the low cost (you can only have one per system so spamming isnt an option), nor high hp (the attacker should be there for some time to damage the target). Instead the main issue with cyno jammers is that they're so easily defended. Attacking one is a very high risk for the invaders and very low risk for the defenders. In fact all the defenders really risk is the need to repair pos modules.
As an alternative I'd suggest this. Make cyno jammers anchorable inside a shield. Make them only anchorable at small towers. Give a tower with a jammer anchored at it a 300% strontium consumption penalty.
An invading force now needs to reinforce a small tower that has considerably lower defenses. The defenders get time to rally defense forces, but not so much time that attackers cant patrol the area if they want.
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Hellaciouss
Genco Interstellar Alcohol Conglomerate
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Posted - 2007.09.22 06:43:00 -
[36]
Edited by: Hellaciouss on 22/09/2007 06:44:25
Originally by: GEEE Man Sitting shooting some little field jammer is not my idea of fun, game is supposed to be fun no?
Game stops being fun for the other people who don't have 100 dreads, 50 carriers, 10 motherships, and 5 titans being able to warp into a system any time they want.
Cyno Jammers require BS's fleets. If there was no Cyno Jammer there would be no point in flying any other ship. Systems would be nearly undefendable without having the same cap numbers.
In my opinion the HP should actually be increased.
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Karbowiak
Exanimo Inc Triumvirate.
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Posted - 2007.09.23 00:03:00 -
[37]
why not just give the Cyno Jammer a "bad" bonus that affects the whole tower.. Increase fuel recuirement by 100% and -50% shield on all the towers in system
That would atleast make the corp/alliance hurt a bit more on the wallet side, and at the same time make the pos itself easier to take down.
So after the cyno jammer is dead, you can cyno in your capitals and down those posses even faster cuz they have 50% less shield than normal! ;)
Would make anyone think twice before putting one up i guess
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Pirate John
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Posted - 2007.09.24 15:10:00 -
[38]
Originally by: Karbowiak why not just give the Cyno Jammer a "bad" bonus that affects the whole tower.. Increase fuel recuirement by 100% and -50% shield on all the towers in system
That would atleast make the corp/alliance hurt a bit more on the wallet side, and at the same time make the pos itself easier to take down.
So after the cyno jammer is dead, you can cyno in your capitals and down those posses even faster cuz they have 50% less shield than normal! ;)
Would make anyone think twice before putting one up i guess
They should also be limited to systems with outposts only (a change in the sov. rules such as sov 3 + outpost, would work fine). Lots of potential capital based fights are being destroyed because people have a cyno jammer in a random 0.0 system/chokepoint and then a jump bridge for their own caps.
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Woot1
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Posted - 2007.09.24 22:21:00 -
[39]
not sure what your all shouting about if you know how to defeat pos's no matter how many weapons they have you can take them jammers down very easy
every pos setup in this game has a weekness finding that weekness is down to your logistic teams
stop moaning and deal with it!!!
if you all stoped spamming forums with **** and start playing the game you will find out how easy it is |

Jehovah Cooper
Convergent Firmus Ixion
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Posted - 2007.09.25 03:11:00 -
[40]
I'm curious how much experience some of the people in this thread have with POS warfare since the cyno jammers have become deployable. I've had quite a little bit on both sides as my corp hosted a cyno jammer in a border station system - during the most intense fighting there I'd run POS guns and helped defend and repair the POS ceaselessly at times. And I've also been in quite a few battleship gangs where we had to grind that puppy down.
Although I dislike all the damaging/repping that was introduced with Rev 2 I think the cyno jammer itself is a pretty good mechanism for creating points of conflict. Yes it doesn't fix the blob issue but it did create some of the coolest battles I've seen in Eve. Also it gives the battleship an important strategic role which I think is needed; sure they are needed anyway to lockdown and secure a system but cyno jammer presents occaisions where the battleships have a job to do and more planning is necessary to ensure they can get it done in time for caps to get in and have time to work before people have to start logging etc. It does give defenders an advantage but defenders should have advantages considering how much they may have invested in certain systems.
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Xeliya
Eternity INC. Mercenary Coalition
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Posted - 2007.09.25 06:30:00 -
[41]
Edited by: Xeliya on 25/09/2007 06:31:47 Simple solution, make it require CPU. That way it cannot be online till the tower is saved. To take a jammer down now takes long enough the owners of a POS should have ample time to jump on the POS guns and hurt the enemy BS fleet pretty good. And a POS setup right is VERY deadly.
Now if you have time to setup defense of the jammer it is nearly impossible to kill if the POS is setup right and you camp it with you fleet and carriers/moms to remote rep it. That is where they become over powered. Carriers+POS+Fleet vs Fleet = you lose.
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Rosemary Pen
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Posted - 2007.09.25 14:18:00 -
[42]
If you did not have jammers in the game all people would do is jump from system and DD everyone they find. you would have Cap ships sitting and blowing up everything in the 0.0 areas. there would be only 1 allance left in 0.0 in a month (the one with the most titans which are overpowered as they are imo IWIN button anyone?)
Jammers stop this kinda thing happening it was well thought out imo
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GEEE Man
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Posted - 2007.09.25 19:17:00 -
[43]
Originally by: Karbowiak why not just give the Cyno Jammer a "bad" bonus that affects the whole tower.. Increase fuel recuirement by 100% and -50% shield on all the towers in system
That would atleast make the corp/alliance hurt a bit more on the wallet side, and at the same time make the pos itself easier to take down.
So after the cyno jammer is dead, you can cyno in your capitals and down those posses even faster cuz they have 50% less shield than normal! ;)
Would make anyone think twice before putting one up i guess
Brilliant BRILLIANT idea :)
-----------------
Originally by: Rosemary Pen If you did not have jammers in the game all people would do is jump from system and DD everyone they find. you would have Cap ships sitting and blowing up everything in the 0.0 areas. there would be only 1 allance left in 0.0 in a month (the one with the most titans which are overpowered as they are imo IWIN button anyone?)
Jammers stop this kinda thing happening it was well thought out imo
I dont think that was the way it was intended to be honest with you, not 100% anyway.
so your saying - Invent Titans, and then render them useless, thats mad!
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SUNscatcher
Caldari Pacificsun
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Posted - 2007.09.26 02:52:00 -
[44]
Maybe cyno jammers should be anchored in space and not at a pos, say make a requirement for them to be 1 au from anything. then people have something to go after and people have something to defend, ship vs ship. |

Aerick Dawn
Gallente The Arrow Project Morsus Mihi
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Posted - 2007.09.27 14:00:00 -
[45]
Against a POS with gunners, a BS fleet is going to get pretty shredded taking it out. Then the caps jump in and reinforce the tower, only to find a repped up cyno jammer that lots of people died for back online even though the POS is reinforced. 3 guys with gunnery skills can seriously hurt a BS fleet if the POS is setup irregardless of remote repping capabilities.
This only encourages blob warfare, and not at least adding CPU to the jammer seems like quite a startling oversight by CCP.
Also, SOV requirements to put such a powerful module up should require more than having POS's in one system for X number of days. You should have constellation SOV.
__________________ If I'm in a fair fight, i've done something terribly wrong. |

GEEE Man
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Posted - 2007.09.30 14:55:00 -
[46]
Still kinda wondering if they have any intentions to fix this bs? 
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General StarScream
Cybertronic Decepticons
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Posted - 2007.09.30 14:59:00 -
[47]
cuse with jammers you give smaller alliance a fighting chance if they got some brain and spunk
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SUNscatcher
Caldari Pacificsun
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Posted - 2007.10.04 04:27:00 -
[48]
Originally by: General StarScream cuse with jammers you give smaller alliance a fighting chance if they got some brain and spunk
ROFL, cyno jammers protect large alliances from small ones. you got it totally backwards dude !! |

CweerHawk
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Posted - 2007.10.06 19:29:00 -
[49]
Originally by: General StarScream cuse with jammers you give smaller alliance a fighting chance if they got some brain and spunk
Think before you speak :(
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GEEE Man
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Posted - 2007.10.08 14:39:00 -
[50]
Talk to me ccp 
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.10.08 15:41:00 -
[51]
I think that cyno jammers, while sometimes a humongous pain, are overall just about right. There are things related to cyno jammers that you could adjust, but I wouldn't touch their HP at all. I see the problem as less that they take a long time to destroy or require a "blob", but more that a POS defended by even a skeleton crew can repel that "blob".
I've considered maybe increasing the powergrid use for the cyno jammer so that you can't put as many guns on the tower, but given current mechanics, I don't think that would really do much. Right now, if a module gets disabled, there's no need to repair it, just anchor another one after it goes down and it's like nothing happened. Limiting the firepower of the POS itself doesn't really do that much in this case.
I think maybe it'd be better to do some other little things, like maybe looking at the ability to control starbase turrets. The ability in itself is fine and all, but one thing that kind of bugs me is that manned turrets lock faster that normal, twice as fast if I remember correctly. As if the fact that they can focus fire instead of shooting wildly wasn't enough, this makes assault with subcapitals far more difficult, since a BS can get locked in 12 seconds by manned turrets. I wonder if it'd be possible to make it so manned turrets lock just as fast as unmanned, at normal speed. Despite that, they would of course still have the benefit focus fire.
Another thing is range. Long range medium and even small turrets can hit out beyond maximum targeting range (250km) with close-range ammo and the right kind of tower. I wonder if perhaps EVE is ready to undo the locking range cap put in years ago, or at least extend it out to perhaps 350km. This way, you could create chains of logistics ships to remotely assist sieging battleships as they shoot the tower with some extra safety from being outside of some but not all of the tower's guns.
Another very annoying thing is when people actually do remotely repair POS modules mid-siege. Take for example a mothership, or a group of motherships. They have repair ranges of up to 50km, but the modules will never be that far from the edge of the shield. They can just poke their noses out of the shield, rep the module up while its being shot, and duck back inside the shield if anything puts it in danger. Since they can't be webbed, there's no way to prevent them from escaping, and instapopping the mothership is obviously not an option. I wonder if it would be possible to make it so you can't use remote repair modules within a certain proximity of the edge of the shield, giving even a small chance for an attacker to force non-consensual combat. Being able to web supercaps would also be nice, even with reduced effectiveness, because it's either that or bumping them, which is too likely to make them desync.
A smaller issue is that a lot of POS modules are very hard to hit because of low signature radius. Medium turrets are the most dangerous to battleships, but have a 125m3. Cruise missiles and torpedoes, which you would think would be well-suited for POS sieges, do reduced damage no matter what to these modules, and honestly, I don't think that's the way it should be. Medium turrets and possibly small turrets should have their signature radiuses increased to compensate for how missiles work, and since they aren't moving anyway, I don't see why not.
So yes, while I do think that cyno jammers could use a little work, after really thinking about it, if there's anything I wouldn't touch, it's their hitpoints. |

Grendelsbane
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Posted - 2007.10.20 00:29:00 -
[52]
Edited by: Grendelsbane on 20/10/2007 00:30:09 It certainly does make sense that a static target would be easier to hit.
One thing sticks out at me:
Quote: Sitting shooting some little field jammer is not my idea of fun, Game is supposed to be fun no?
But shooting POS guns is? I don't find shooting POS modules fun, either. Or mining rocks or ice, or ratting. And I sure as hell don't like scouting. But it's not the specific activity I'm doing that I get enjoyment from, it's the overall thrust of whatever it is we're engaged in. Zooming about in 0.0 and playing banana republic isn't fun because you get to shoot cyno jammers, it's fun because it's HARD, and you defeated someone else to do it.
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LordVodka
Earned In Blood Black Sun Cartel
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Posted - 2007.10.20 08:29:00 -
[53]
I'll make this short and quick, theres the door use it, don't make a threat you can't back up if your going to quit, save us all the crying and do it.
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CelticKnight
Celestial Horizon Corp. Valainaloce
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Posted - 2007.10.20 14:35:00 -
[54]
hate to say it but this man speaketh the truth :(
80man goonswarm gang took 3 HOURS to nail a cynojammer the other day :( although <3 u CCP the lag was more then bareable.. 80 ships on grid and well over 200 logistics drones (repping each other back..) no real lag tbh :)
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Cyberus
Caldari Wreckless Abandon Triumvirate.
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Posted - 2007.10.20 15:40:00 -
[55]
Edited by: Cyberus on 20/10/2007 15:40:55 the Hp is not an problem on that module. It can be took down with 50-100 bs gang fast enogh. The real problem will only come when the about 10 carriers just put nose out of shield and start repair that jammer. then you are completely migthless against it.
So my idea is not discrase the HP or incrase the price but just:
a) make it anchoreble from POS shield not closer then 60KM so defenders must make a choise to offer they ships for repair or not and also if they do they will need at strike gang for the atackers to support they own caps.
or b) let it range how it is now but limit the posseble repairs on the cynojammer to 2 carriers/motherships (insted of 10-15)
At this moment everybody knows that the best defence of system while the POS cynojammer atacked is the get 10-20 carriers at POS and repair the damn module without a putting even real figth against those battleships. Very silly idea.
So basicly: if you can get lots carriers in your POS shield basicly you win the figth with your POS becuase even 100 bs gang will be not able to kill that jammer with so much repairs on it. goin after carriers has no sence as well cause once they are targeted its take very low time to get those back in shield before enogh damage can be done on those.
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Deva Blackfire
D00M. Triumvirate.
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Posted - 2007.10.20 16:09:00 -
[56]
Well only thing i have to say: anti-blob weapon fails again.
Pretty much CCP needs to learn that people WILL blob whatever they do. And putting yet another "takes 5 hours to destroy" module before you can engage hostile fleet wont help it.
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Shadow Researcher
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Posted - 2007.10.20 18:50:00 -
[57]
The Idiot is strong in this one . A decent gang , about 30 ppl can obliterate the jamer whit ease .
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Cyberus
Caldari Wreckless Abandon Triumvirate.
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Posted - 2007.10.20 20:03:00 -
[58]
Originally by: Shadow Researcher The Idiot is strong in this one . A decent gang , about 30 ppl can obliterate the jamer whit ease .
what you know about jammers? did you ever try to kill those while they get repaired? I agree there is no much trouble with killing those on POS what is completely undefendet by players your 30 gang bs's will be toasted in 30 minets only by POS guns. I have been twice in gang trying to get that module down and we has more then 30 bs's in gang and i can tell you its not so easy as you say. Its take hours and hours to complete that job if you are lucky.
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Deva Blackfire
D00M. Triumvirate.
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Posted - 2007.10.21 11:17:00 -
[59]
Yep - poster thet replied to me is ********.
30x gank bs = 30k dps versus 15mil hp = 10minutes of shooting non stop. Thats considering: sitting in optimal, not moving, not rewarping, not being attacked, not having cyno jammer repped. And ofc. Having 30 gankbs (= pretty high skills).
Now add 50-100 defenders. And suddenly 30 ppl arent enough. Nor are 80-130 (your 30 over the top).
But well... researchers suck at pvp, so get a clue before you start discussing sth.
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General Oniell
Rulers Of Mankind Knights Of the Southerncross
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Posted - 2007.10.22 18:57:00 -
[60]
at the rate it would take u to take down the jammer, youd be better off just takin down the tower and guns instead
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Tempest Inferno
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Posted - 2007.11.10 05:13:00 -
[61]
Edited by: Tempest Inferno on 10/11/2007 05:20:17 You guys are all talking about dropping the stats of the Cyno Jammer. Why not introduce a T2 Cyno generator that can work despite the jammer? just like all other EW equipment, target jammers, webifiers, warp scramblers, they can all be countered if you know how to do it.
And yes they do need to go in and boost the price on the jammer without telling anyone. 
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Pezzle
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.11.10 05:50:00 -
[62]
You do not need a super heavy battleship gang to take out a Cyno Jamming module. In addition, should you choose to go that route there are ways to increase your chances significantly.
One of the issues here is we made space small. Part of the blame might be with CCP, but in the end we must accept the reality. It was easy to expand. We could swallow up constellations simply, and entire regions. Massive swaths of 0.0 sat unused but claimed by entities who would not brook intrusions. Ask yourself how much space corps and alliances really need to sustain themselves? Much less than is claimed. In order to counter this, and of course Cap ships online, steps had to be taken. Now it is not so simple (hopefully) to steamroll your way through regions. 100 cap ship fleets can be stalled and other tactics must be employed. We got comfortable with it being easy.
CCP is trying to reverse cap ships online. They need to make space big again and in that way provide ways for new groups to gain a foothold with hard work. I do not agree with all the changes, but they are trying to make it functional. The entire game need not revolve around territory conquest over rivals. Standard pvp is encouraged. Yes, it takes large groups to defeat a well entrenched and coordinated enemy, but then again, it should, right?
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Leuthispar
Viper Squad Triumvirate.
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Posted - 2007.11.10 10:49:00 -
[63]
Edited by: Leuthispar on 10/11/2007 10:51:08 Edited by: Leuthispar on 10/11/2007 10:50:23 OK I'm sick and tired of all the ppl out there that keep saying a small bs gang and logistics mods/drones is all u need. I have no doubt that those do work with insignificant POS and mediocre Set-Ups. The problem comes when you run into a properly set up Cyno Jammer POS, so let me explain what that is from experience:
AutoCannons: decent amount of Autocannons which just do sick damage if you think of going with close range setups.
Artillery/Long Range Guns: not only is their alpha strike insane but also very high DPS and I'm not sure if it's the way they are meant to be but I have seen them on multiple ocations hit at 300km+ distances, pretty much anything on the POS grid.
Energy Neutralizers: that suck battleships and smaller ships' capacitor dry in seconds; which when focused I have seen kill the capacitor on a capital ship(properly set up with t2 rechargers, etc)
Webs/Scrams: Again If you come with short range setups to maximixe DPS you are unable to warp out and/or have any transversal velocity enough to not get maximum damage from the guns.
Ridiculous Amount of Modules: I counted them one time(in Tranq during an assault, not on SiSi or some weird POS planner) I dont remember the exact numbers but a Large Minmatar Tower had around 20-30 guns varying in size 2-4 Neuts, 2-4 Scrams/Webs, Cyno Jammer and a few ECMS just to **** ppl off.
POS Gunners: Able to concentrate all 20-30guns, scrams and neuts on one ship insta pops most battleships. Even with plates its only a few seconds not enough for gang to target, remote rep, set logistics drones.
So what we are forced to do is have a fleet(50+)aka Teh BloB of Battleships with T2 sniper setups which minimize DPS, and have to constantly keep warping between sniper spots which again reduces DPS even more. So like someone said earlier you end up shooting the Jammer for a good 30mins-1hour not taking into consideration Carriers/Moms repping it in between, and that is if the enemy doesnt already have a force there in system to fight you. So as mentioned earlier most of these Cyno Jammer POS are easily defended against a 50ish man Fleet by 10ppl; a POS gunner, a handful of Carrier Class vessels repping the jammer/modules and a handfull of brave dictor pilots with spare dictors in the POS/Carriers. Yes defense should be easier than offense, and the attacking force should have to work extra and bring more numbers to stand a chance but I believe 50:10 numbers is a little bit of an extreme.
What I think are bad ideas and why:
Increased Cyno Jammer Price: Plain and simple even at hundreds of mil it is but pocket change for any decent sized corp/alliance and it's only one per key system not like they have to buy 10s of them per system like towers. Increasing POS Fuel Amount: Same as before to any decent sized group its not a big deal especially as dedicated POS fuelers come into play.
Continued in next post...
CAOD A forum for threads with words like: deterministic alts, drama continuations, lagsploits generators, nodecrash extrapolation , killboard stat shader, forum ban distribution, etc. |

Leuthispar
Viper Squad Triumvirate.
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Posted - 2007.11.10 10:50:00 -
[64]
Possible Solution to balance Cyno Jammer:
Increase the size/graphics of the module, I think its kind of not realistic even for a space game how a module so small efectively jams all cynos in a whole solar system of 10's/100's of AUs. This I belive will justify and correspond more with its current HP amount. This will also justify my next proposed improvement.
Increase PW/CPU requirements on the jammer so that the tower cant have 30 guns + multiple neuts + scrams/webs and ecms. Again, a structure of increased size and with such powerful capabilities should have to use a large amount of CPU to power its magnitude of electronical equipment and good amount of PW to generate the power needed to project the jamming frequency across the whole system.
Remove/Modify its ability to receive remote repping as mentioned by a lot of ppl, kinda silly how a few Carrier Class vessels pop their nose out for a few seconds and repair all damage the fleet did to the Jammer in the last 10 minutes. Perhaps the sensible electronics dont react well to their structure being modified on the fly and need to be turned off and/or need a crew of technicians to go inside and repair the module.(By this I mean a penalty to remote repair HP amounts received like -50% unless the module is turned offline.
Add a specific fuel usage to the Jammer: add a fuel bay to the Cyno Jammer and have it use up an item like Electronics or some unique item per hour as a fuel, also making it so that a hauler or a ship with decent cargospace has to leave the POS shields and put fuel in it, also supporting the fact that a module of this size(assuming the size/graphics are increased) and power needs some managing and not an anchor/online and forget about it deal.
These are my opinions and ideas from personal experience and reading and talking about other's experiences and by no way at all I am putting down other people's opinions and ideas. And also this in now way represents the ideas/opnions od my corp/alliance and all that good stuff.
CAOD A forum for threads with words like: deterministic alts, drama continuations, lagsploits generators, nodecrash extrapolation , killboard stat shader, forum ban distribution, etc. |

Mr Broker
Amarr Station Gremlings
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Posted - 2007.11.10 11:04:00 -
[65]
Originally by: Cyberus make it anchoreble from POS shield not closer then 60KM so defenders must make a choise to offer they ships for repair or not and also if they do they will need at strike gang for the atackers to support they own caps.
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Canine Fiend
Minmatar Viper Squad Triumvirate.
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Posted - 2007.11.10 14:30:00 -
[66]
Originally by: Leuthispar Possible Solution to balance Cyno Jammer:
Increase the size/graphics of the module, I think its kind of not realistic even for a space game how a module so small efectively jams all cynos in a whole solar system of 10's/100's of AUs. This I belive will justify and correspond more with its current HP amount. This will also justify my next proposed improvement.
Increase PW/CPU requirements on the jammer so that the tower cant have 30 guns + multiple neuts + scrams/webs and ecms. Again, a structure of increased size and with such powerful capabilities should have to use a large amount of CPU to power its magnitude of electronical equipment and good amount of PW to generate the power needed to project the jamming frequency across the whole system.
Remove/Modify its ability to receive remote repping as mentioned by a lot of ppl, kinda silly how a few Carrier Class vessels pop their nose out for a few seconds and repair all damage the fleet did to the Jammer in the last 10 minutes. Perhaps the sensible electronics dont react well to their structure being modified on the fly and need to be turned off and/or need a crew of technicians to go inside and repair the module.(By this I mean a penalty to remote repair HP amounts received like -50% unless the module is turned offline.
Add a specific fuel usage to the Jammer: add a fuel bay to the Cyno Jammer and have it use up an item like Electronics or some unique item per hour as a fuel, also making it so that a hauler or a ship with decent cargospace has to leave the POS shields and put fuel in it, also supporting the fact that a module of this size(assuming the size/graphics are increased) and power needs some managing and not an anchor/online and forget about it deal.
These are my opinions and ideas from personal experience and reading and talking about other's experiences and by no way at all I am putting down other people's opinions and ideas. And also this in now way represents the ideas/opnions od my corp/alliance and all that good stuff.
These are fantastic ideas, you get a big /signed from me
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