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Cloaking: Difference between revisions

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New section: Covert Ops Ships (a more proper list of CovOps capable ships)
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'''Cloaking''' allows a ship to become completely invisible to almost all forms of detection. The ability to disappear from view offers many obvious tactical advantages allowing you to observe whithout being seen, launch suprise attacks or to slip away from dangers.
'''Cloaking''' allows a ship to become completely invisible to almost all forms of detection. The ability to disappear from view offers many obvious tactical advantages allowing you to observe without being seen, launch surprise attacks or to slip away from dangers.


== Cloaking devices ==
== Cloaking devices ==
[[File:Cloaked ship.jpg|thumb|400px|A cloaked ship as seen by its pilot. Other players can not see the ship at all.]]
[[File:Cloaked ship.jpg|thumb|A cloaked ship as seen by its pilot. Other players can not see the ship at all.]]
Cloaking devices are high slot modules that allow ships to turn invisible.
Cloaking devices are high slot modules that allow ships to turn invisible.


{|class=wikitable style="width: 900px;background:#111111"
{|class=wikitable style="min-width: 18em;"
|-
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|[[File:Cloak.png|link=|]]
|[[File:Cloak.png|link=]]
|'''{{co|wheat|Cloaking device}}''' works on any ship and allows them to cloak up. The prototype cloaking device, improved cloaking device and almost all of the faction/storyline/officer cloaking devices count as standard cloaking devices.
|'''{{co|wheat|Cloaking device}}''' works on any ship and allows them to cloak up. The prototype cloaking device, improved cloaking device and almost all of the faction/storyline/officer cloaking devices count as standard cloaking devices.


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* While the cloak is active the ship is unable to warp.
* While the cloak is active the ship is unable to warp.
* While the cloak is active the ship cannot target anything.
* While the cloak is active the ship cannot target anything.
* After a ship uncloaks it is unable to target anything while the sensors are calibrated (up to 27 seconds on most basic cloak and skill).
* After a ship uncloaks it is unable to target anything while the sensors are being calibrated (up to 27 seconds on most basic cloak and skill).


|-
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|{{Template:TechCornerSmall|2}}[[File:Cloak.png|link=|]]
|{{Template:TechCornerSmall|2}}[[File:Cloak.png|link=|]]
|'''{{co|wheat|Covert ops cloaking device}}''' can only be used by certain T2 and faction ships.  
|'''{{co|wheat|Covert ops cloaking device}}''' can only be used by certain T2 ships, faction ships and T3 cruisers with a specific subsystem.  


The covert ops cloaking device has drastically less severe penalties compared  to the normal cloak:
The covert ops cloaking device has drastically less severe penalties compared  to the normal cloak:
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* Ship is able to warp while cloaked.
* Ship is able to warp while cloaked.
* While the cloak is active the ship cannot target anything.
* While the cloak is active the ship cannot target anything.
* After a ship uncloaks it is unable to target anything while the sensors are calibrated (up to 6 seconds).
* After a ship uncloaks it is unable to target anything while the sensors are being calibrated (up to 6 seconds).
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* Being within 2000 m from any object will prevent ships from cloaking and cause cloaked ships to decloak. This includes often ignored objects such as jettisoned cans, corpses, collidable structures, drones, and gas clouds.
* Being within 2000 m from any object will prevent ships from cloaking and cause cloaked ships to decloak. This includes often ignored objects such as jettisoned cans, corpses, collidable structures, drones, and gas clouds.
** Missiles '''will decloak''' cloaked ships.
** Missiles '''will decloak''' cloaked ships.
** Exceptions: Cloaked ships and scanner probes do not decloak cloaked ships. As a side-effect of this, multiple cloaked ships in the same spot will not collide with one another, however if one of them decloaks they will all forcibly decloak and potentially be sent bouncing away from each other.
** Exceptions: Cloaked ships and scanner probes do not decloak cloaked ships. As a side-effect of this, multiple cloaked ships in the same spot will not collide with one another, however if one of them decloaks they will all forcibly decloak and potentially be sent bouncing away from each other. Also, snowballs and fireworks will not decloak.
* Being targeted will prevent a ship from cloaking. This includes being targeted by an NPC or a passive targeting module which does not show as yellow box.
* Being targeted will prevent a ship from cloaking. This includes being targeted by an NPC or a passive targeting module which does not show as yellow box.
** However, only completed target locks will prevent cloaking. If the cloaking device activates before a target lock is established, the targeting attempt will fail.
** However, only completed target locks will prevent cloaking. If the cloaking device activates before a target lock is established, the targeting attempt will fail.
* If you are already cloaked you cannot cloak. This may seem like a non problem but this will force you to break the gate cloak (see below) before you can activate your cloaking module, and in the process briefly reveal yourself.
* If you are already cloaked you cannot cloak. This may seem like a non-problem but this will force you to break the gate cloak (see below) before you can activate your cloaking module, and in the process briefly reveal yourself.
* Faction police and CONCORD ships are able to locate cloaked ships. If you are being chased by either of them due to low standing or criminal action they will warp to you even if you are cloaked.
* Faction police and CONCORD ships can locate cloaked ships. If you are being chased by either of them due to low standing or criminal action they will warp to you even if you are cloaked.
* Offensive area of effect modules such as [[Bombs]] and [[Smartbombs]] will damage cloaked ships but will ''not'' decloak them.
* Offensive area-of-effect modules such as [[Bombs]] and [[Smartbombs]] will ''damage'' cloaked ships but will ''not'' decloak them.
* [[Command Bursts]] do not apply to cloaked ships.
* [[Command Bursts]] do not apply to cloaked ships.
* In lowsec and nullsec (but not highsec, wormhole space, Pochven, or deadspace including Abyssal deadspace) it is possible to deploy a [[Mobile_structures#Mobile_Observatory|Mobile Observatory]], which has a 40% chance to decloak a cloaked ship in its system every 10 minutes.
** Cloaked ships are immune to Mobile Observatories for the first 15 minutes that they are cloaked: this time is represented by the "cloak stabilization" timer visible above the circular capacitor / hit points / heat indicator in the bottom-centre of your screen. Stabilized cloak duration can be increased by up to three times by the use of the [[Medical_boosters#Other_boosters|Strong Veilguard Booster]].
** Observatories were added to the game to discourage players from leaving their characters cloaked up in a system for hours without even being present at their computers.
* Dazh Liminality Locus present in Triglavian Minor Victory systems and in Pochven will act in similar fashion as Mobile Observatory, with pulse cooldown of 60 minutes and decloaking pulse chance of 60%<ref>Patch notes: [https://www.eveonline.com/fr/news/view/patch-notes-version-22-02 Version 22.02] Release  2025-01-16.1</ref>
* It is impossible to cloak in all systems affected by an [[Metaliminal_Storms#Electric|Electric metaliminal storm]].


=== Skills ===
=== Skills ===
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=== Covert Ops Ships ===
=== Covert Ops Ships ===


There is a limited set of ships allowed to fit and use the Covert Ops Cloaking Device, all of them either Frigate or Cruiser sized. As noted on the page on [[Jump drives#Covert Cynosural Fields|Jump Drives]], this is also the set of ships allowed to use Covert Jump Bridges, and (except for the Astero and Stratios) fit Covert Cynosural Field Generators.
There is a limited set of ships allowed to fit and use the Covert Ops Cloaking Device, all of them either Frigate or Cruiser sized (except the [[Tholos]] & the [[Cenotaph]]). As noted on the page on [[Jump drives#Covert Cynosural Fields|Jump Drives]], this is also the set of ships allowed to use Covert Jump Bridges, and (except for the [[Astero]], [[Stratios]], [[Tholos]] and [[Cenotaph]]) fit Covert Cynosural Field Generators.


* [[Covert Ops]] Frigates
* [[Covert Ops]] Frigates
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** Strategic Cruisers not fitted with Covert Reconfiguration can fit the Covert Ops Cloaking Device, but cannot activate it. (The module will be set to consume 10,100 CPU and is forced offline.)
** Strategic Cruisers not fitted with Covert Reconfiguration can fit the Covert Ops Cloaking Device, but cannot activate it. (The module will be set to consume 10,100 CPU and is forced offline.)
* The [[Sisters of EVE|SoE]] [[Astero]] and [[Stratios]]
* The [[Sisters of EVE|SoE]] [[Astero]] and [[Stratios]]
* The [[Deathless Circle]] [[Tholos]] and [[Cenotaph]]
* The [[Outer Ring Excavations|ORE]] [[Prospect]]
* The [[Outer Ring Excavations|ORE]] [[Prospect]]
* The Special-Edition Covert Ops, Logistics, and Recon ships
* The Special-Edition Covert Ops, Logistics, and Recon ships


== Jump cloak ==
== Jump cloak ==
[[File:Jump cloak timer.png|thumb|301px|The jup cloak timer]]
[[File:Jump cloak timer.png|thumb|The jump cloak timer indicator]]
Jump cloak, also known as gate cloak, is effect every ship gets when they jump through a stargate or a wormhole. Every time you jump your ship will be cloaked when it lands on the other side.  
To prevent situations where a ship is vulnerable to instant death before its client finishes loading into a new system, Jump Cloak (or Gate Cloak) is an effect automatically applied to every ship that jumps through a stargate or wormhole. Jump Cloak renders the ship invisible, and invulnerable, until it expires. A ship protected by Jump Cloak cannot be decloaked, damaged, or displaced by any outside means. Jump Cloak lasts for 60 seconds, starting when the server registers the jump completing, or until the cloaked ship attempts to move or enter warp. The time remaining is visible via a blue icon in the top left, as shown in the image.


The jump cloak beahavior is different from cloaking modules. The jump cloak, unlike cloak from modules, is completely immune to everything and can not be broken by outside effects. While under the effects of jump cloak your ship is completely immune to every single possible offensive effect including area of effect. You can not be uncloaked, hit by area of effect weapons such as smarbombs or be bumped by ships. Effectively your ship does not exist while under effects of jump cloak.
It is often a good idea to take full advantage of the 60 seconds of protection to look at the other ships on grid, player names in Local chat, or objects visible on [[Directional scan]], and assess the best course of action. Be advised however, that while a ship protected by jump cloak is invisible and invulnerable, its pilot's name ''will'' still appear in Local chat, potentially alerting enemies to its arrival.


The jump cloak will last for 60 seconds or until you move (including warping and fleet warping) with your ship. As soon as the jump cloak is broken by the timer running out or by ship actions the ship will immediately become visible. The 60 second jump cloak timer is visible on the upper left corner.
== See also ==
 
It is often best to take full advantage of the 60 second jump cloak and assess the situation you jumped in very carefully. Look at the ships on grid, player names in local, objects in directional scan and decide what actions you will take before you break the jump cloak.
 
==See also==
*[[Cloak trick]]
*[[Cloak trick]]
*[[Exploration]]
*[[Exploration]]
== References ==
<references />


[[Category:Fitting]]
[[Category:Fitting]]