Are you going to release the freighter cyno BPO before the change to module fittings goes live? I was just planning ahead and made myself a note to buy and JF in a few of the BPOs when the patch goes in as well as pre-stock some industrial hulls. Then I realized the fundamental mistake I was making. Do I need some travel ceptors to hand to move the BPOs and then some of the modules to the JF midpoints? Sure I can run a JF down the chain with more of them later but the first oneâŚ
Edit:
Can you make these modules smaller so they are easier to move around? My current approach to starting up a new location is running over a ceptor with enough LO for 1 light and the cynogen offline in the high slots. Obviously with the fittings restriction the latter part isnât going to be an option at which point 50m3 is going to be tiresome.
This is my first post because I mainly enjoy reading all of the comments and questions and even though I love Eve, I do not think the cyno change will be very positive as reflected by the comments in this thread. One problem that comes to mind is how pilots will have a very difficult time moving capitals out of systems when they leave or join a new corporation. I understand that this will be very difficult for CCP to differentiate between corporations dropping capitals and supers on subcaps (which is breaking the game) from just trying to move a capital(s) to other systems for a membership reason. Maybe make it so the industrial ship is unable to point/scram any target while lighting a cyno? Please address this.
If there is intent for jfs to use regular, non bomber cynos, why not just enhance the idea of the current cyno being a t1 cyno?
Since a tier system, of t1, t2 and t3 is allready well established in the game, why not make t1 cynos fit on everything they can be fit to as of now, but only jfs can jump into it. So the atron/corvette/whatever throwaway jf cyno is basicly untouched.
T2 cynos however can only be fit to recons etc. but every jump/bridge capable ships can lock onto t2 cynos.
I dont get why we have to bring a new type of cyno into the game and make absolute bonkus restrictions.
I agree with the industrial cyno being fit to T1/T2 industrials and used of JF. +1 this change. Recommend adding Rorqual to list of ships able to use industrial cyno.
Make Conventional combat cynos fit on ALL T2 ships in Cruiser, Battlecruiser, and Battleship size class. EXCLUDING those ships that are covert cyno capable. (aka. Invert you T2 lineup for ships fitting this module).
Modify function of combat cyno to not show in overview. Aka. locate with D-scan and requires probes when off grid. Maintain duration.
Generate rule to permit only one cyno, of any type, fitted to ship. This will force T3 cruiser to (which is only ship in my concept) to be capable of loud and covert cyno)
Why the reason for this? Because loud cynos belong on heavy ships. Also, because recons and Blops are already asigned to covert mobility paradigm. CCPâs proposal leads to over-prescription of these hull types and lack of strategic depth in cyno gameplay. Opening up loud combat cyno to other T2âs preserves the intent with cost of ship - and also allows for interesting use of Bastion Marauder cyno plays. Combat recon tackle/ewar + cyno play. HIC gaining importance with tackle + cyno capability. Command ship MJD into bubble + cyno play. HAC/Logistics fleets being threshold for organic escallation capability.
Removal of loud combat cyno from recon and BLOPS gives more confidence (and hence) importance of grid control to counter cyno. AKA. no cloaky cynos able to move on grid while cloaked.
First time Iâve actually spent time to get my account figured out for a blog post, so here is my feedback:
As someone who has already spent time and ISK training my cyno characters to be able to handle covert cynos, it seems like a better compromise would be to allow JFâs to use both, enabling those who train for it to have the advantages, and those who donât not to be locked out of cynoâs all together. Last minute changes before release is not great.
You add a third type of cyno especially for jump freighters, but what about those of us who worked hard to get into a Rorqual, only to find out we now need to spend about a month or so of training just to get an alt into a cyno-capable ship for the sole purpose of jumping a Rorqual to a system to moon mine? Will this third type of cyno be available to use for Rorquals as well (as they are industrial)?
Introducing a new type of Cyno, the Industrial Cynosural Field
Industrial Cynosural Field Generators can be fit by Tech I Industrial Ships, Blockade Runners, and Deep Space Transports
Industrial Cynosural Field Beacons can be jumped to by Jump Freighters [/quote]
Why? There was nothing wrong with the first changes. Initially I thought it was a bit roughly to skill up my cyno alts for the JFs and capitalsâŚbut with the changes proposed its was fine and worth the trouble.
NowâŚyou guys have flipped flopped on changes just because or so called âvigilsââŚwhy donât you make a separate cyno/module just for thatâŚnot a separate cyno for JF/indy ships.
Will skill points refunds be an option now since these recent changes? (tbhâŚplz just keep the initial change)
so why change anything in the first place then? CCP wants to change stuffâŚcoolâŚthe first idea is not great but at least it somethingâŚthis second change is dumb
Iâm not saying the update is good or bad but CCP is none for making strange and complex updates nobody every understands until we start finding to be use our play style. So maybe the people we voted in and I have a suggestion remove the ship requirements for black-ops can bridge this will in some of the cyno. Some of you might think this is a stupid idea but Iâm trying
It was indeed, I also believe it was always a ruse.
The âindustrial cynoâ was already on the test server when the covert thing was prematurely released.
The intention all along was to force JFâs to be far more vulnerable, they just hedged it a bit by pretending to offer something that would have made them far safer first.
By doing this many concentrated on the âhey what about my skillsâ, âwhy canât we have covertsâ - Instead of the real issue, JFâs are now more at risk than ever before due to them standing out of the crowd with a âcome kill meâ indy with a ship specific cyno on it.
I donât believe this is correct. There is no increased risk to JFs at all with the proposed change - light industrial cyno, jump in straight away (as before), dock. The fact that someone in system knows that a jump freighter arrived doesnât make any practical difference - you are docked as soon as they realise. And anybody who was monitoring the system already would have warped to the regular cyno at range and seen a jump freighter on d-scan before anyway.
No, this isnât a change that makes JFs more vulnerable, merely introduces cumbersome movement of t1 industrials through losec and nullsec that will cause many JF pilots, already under-appreciated in many alliances, to just not be bothered to undock to help others (or the price to rise to a point where people arenât willing to pay for others to help them). There is no fun gameplay for a logistics pilot to fly defenceless t1 industrials through bubble camps, simply to get into position for a cyno to help move somebody elseâs items to their base.
I do sincerely hope this change, clearly made by somebody or a team of people whoâve never really grappled with logistics or found it a playstyle they enjoy, is reversed before itâs too late. Or at least reverted to the original suggestion.
This post was originally made on 8/14. The industrial (then âfreightâ) cyno first appeared as a new typeid in the singularity data files on 8/23.
The intention all along was to force JFâs to be far more vulnerable, they just hedged it a bit by pretending to offer something that would have made them far safer first.
Nothing about this makes JFs any more vulnerable, which is a shame, really.
It makes lighting cynos slightly less convenient, but it has zero impact on the vulnerability of jump freighters.
Cynos were always a âcome kill meâ. If youâre so impossibly slow that someone actually manages to kill your JF on jump in, the telltale nature of an âindustrialâ cyno isnât what made the difference.
Guess weâll just have to wait and see but from memory, the best way to catch a JF was when they made that first jump into highsec - I could be wrong but having a cyno that says - âHEREâS A JFâ time to undock, without anyone even having to set eyes on it seems like it could cause issues for the JF pilot.,
If you still donât get it, go join a decent freighter ganking gang for a few days. They make Goons look like amateurs when it comes to finding targets and killing them.