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Kulmid
The Bastards
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Posted - 2008.11.12 00:27:00 -
[1]
When you warp to a gate cloaked, and you decloak to jump, on the other side you get an error that says:
00:25:02 Notify Covert Ops Cloaking Device II fails to activate as it is still recovering from its last period of operation and will be for the next 11 Seconds.
Bug or working as intended?
You would think CCP would have added things like, "Amarr", "CCP", "Microwarpdrive", etc. to their forum dictionary.
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Msgerbs
Gallente Imperial Assualt Guild
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Posted - 2008.11.12 00:29:00 -
[2]
So wait 11 seconds before dropping gate cloak?
30 second re-activation time on covops cloak... 30 seconds of gate cloak... Math pls? kthxbai
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Dirk Magnum
Royal Hiigaran Navy
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Posted - 2008.11.12 00:30:00 -
[3]
Interesting. Not a bad mini-nerf to the module on BR's if it is in fact intended.
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Sebea
Bottomfeeders Science and Research
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Posted - 2008.11.12 00:32:00 -
[4]
not really, just wait out a bit of your timer on the other side of the gate, with the normal gate jump cloak active
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Kylar Renpurs
Dusk Blade
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Posted - 2008.11.12 00:33:00 -
[5]
Originally by: Sebea not really, just wait out a bit of your timer on the other side of the gate, with the normal gate jump cloak active
This.
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Manos Malos
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Posted - 2008.11.12 00:43:00 -
[6]
Originally by: Kylar Renpurs
Originally by: Sebea not really, just wait out a bit of your timer on the other side of the gate, with the normal gate jump cloak active
This.
If it's intended, this is cool. If unintended, I'm sure it will get fixed because we all know CCP is on the ball about little bugs not lasting forever...
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Korbann
Domini Umbrus R.U.R.
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Posted - 2008.11.12 05:44:00 -
[7]
I was able to confirm this. I don't believe there is a 25 second delay when using a covert ops frigate?
It's not terribly bad, but would suck for a person who just got a BR and ran straight to 0.0 to try out the cloaking at a gate camp
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Solomon XI
Hoist The Colors. Pirate Coalition
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Posted - 2008.11.12 05:46:00 -
[8]
Edited by: Solomon XI on 12/11/2008 05:47:58
Just to clarify.
I tested this on SiSi a few weeks back, bug-reported it, and harassed a few Dev's about it.
CCP CONFIRMED THAT THIS IS INTENDED AND IS NOT A BUG!
Even though it can use a Covert Op's cloaking device, the re-cloaking delay is intended for blockcade runners specifically. Sorry guys.
It can *warp* cloaked. Being de-cloaked is it's akilies heel.
**Side note: I think that is pretty stupid, to. But CCP said it was intended.
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tarin adur
Gallente Infortunatus Eventus
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Posted - 2008.11.12 05:47:00 -
[9]
This is the first of many threads involving Cov ops cloaks and Blockade runners.
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geomatica
Caldari Provisions
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Posted - 2008.11.12 05:48:00 -
[10]
There isn't a timer on frigate IIRC, but frankly, I think it needs to stay on BRs... As others said, just sit in the gatecloak. You already get to fit them. And considering on Covops ships it's a "aggressive" module, whereas it's a "defensive" mod for BRs, I can see this being fair. Sig Coming Soon(TM)
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Korbann
Domini Umbrus R.U.R.
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Posted - 2008.11.12 05:54:00 -
[11]
I'm fine with it, I just wish it was in the BR description or something about this, considering you'd expect it to work just like the cov-ops on a frig (which says nothing about reducing a re-cloaking delay in its description).
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Neth'Rae
Gallente Decorum Inc Tygris Alliance
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Posted - 2008.11.12 05:58:00 -
[12]
Intended to give time to gatecampers to uncloak you? :o
I do Sigs, Banners and other Graphics for ISK. |
Pytria Le'Danness
Placid Reborn
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Posted - 2008.11.12 09:01:00 -
[13]
There has always been a timer for the cloaks to reactivate, that is, a time where the module is unavailable after you turn it off. I am not sure how long it used to be and if it can be adjusted by ship type, but I can confirm that it is there and probably planned that way. If you load the new system really fast I guess you can run into that problem.
Two solutions: wait 30 secs after decloaking before jumping, or sit in the gate cloak for 30 seconds. First solution is safer of course since a camper can't decloak you by moving close.
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Malcanis
RuffRyders Eradication Alliance
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Posted - 2008.11.12 09:04:00 -
[14]
Originally by: Pytria Le'Danness There has always been a timer for the cloaks to reactivate, that is, a time where the module is unavailable after you turn it off. I am not sure how long it used to be and if it can be adjusted by ship type, but I can confirm that it is there and probably planned that way. If you load the new system really fast I guess you can run into that problem.
Two solutions: wait 30 secs after decloaking before jumping, or sit in the gate cloak for 30 seconds. First solution is safer of course since a camper can't decloak you by moving close.
Or just use an ordinary T2 cloak.
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Cat Molina
Minmatar Psychotic Inc.
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Posted - 2008.11.12 09:24:00 -
[15]
Thanks for the heads up.
Wonder how many people are going to find this out the hard way.
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Maglorre
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Posted - 2008.11.12 09:35:00 -
[16]
Or... don't keep the cloak active while in warp if you are traveling. Once you are safely in warp simply de-activate it again.
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