We have been having trouble with cloaky campers in our system but that isn’t the problem that a few mobile observatories can fix though they can get a bit pricey (another topic). I am here to bring to light to something that is happening in systems now, players are abusing the ESS acceleration gate mechanic and the warp in to it. I will give an example that happened recently: We had a nemesis that was a known hot dropper and he was cloaky camping us on the ESS, that’s no problem. But he was sitting 10-15,000km off the 2000m circle around the gate. Cause he was still sitting on the same grid as the ESS, if we placed a ping that was close to him, like the cargo box he dropped to bait us, we can’t warp off and then warp back to the ping as it puts us right on the gate again. The same thing goes for a warp to a fleet member that is gaining on him, we tried to warp to one of our members in fleet but yet again we find ourselves at the ESS acceleration gate.
I really would like to see this changed or removed as it gives the person trying to kill our ships an unfair advantage against those trying to hunt him/her. It would also help if the mobile observatories kept them uncloaked a bit longer and were able to be picked up also with a longer life. It gets a bit tedious when you have a ship with a 5 sec reactivation time and a covert ops cloak bonus and they can just recloak immediately and make the mobile observatories useless.
Please consider these issues and suggestions as it has caused much of null sec hardships to where we are inhibited from some of our gameplay even.