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removed repetitive linking. also yeeted the Battlecruiser distinction. I don't think differentiating hull class is useful in this context. if it is, it's probably better to put class in a parenthetical so the whole section reads consistently, i.e. [linked group/hull] ([plaintext class]). could add some mass commentary, I guess: there are 2 obvious clusters: frigs/tholos and everything else, the latter cluster being roughly an on order of magnitude heavier |
Sivaira Chen (talk | contribs) mNo edit summary Tags: Mobile edit Mobile web edit |
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There are multiple factors which can prevent ships from cloaking or forcibly cause a cloaked ship to decloak. | There are multiple factors which can prevent ships from cloaking or forcibly cause a cloaked ship to decloak. | ||
* 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. Non-interactable objects like the crystal asteroid environment around Pochven wormholes will also trigger decloaking. | ||
** 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. Also, snowballs and fireworks will not decloak. | ** 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. | ||
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** 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]]. | ** 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. | ** 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 | * Dazh Liminality Locus present in Triglavian Minor Victory systems and in Pochven will act in similar fashion as Mobile Observatory, with pulse cooldown of 9 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]]. | * It is impossible to cloak in all systems affected by an [[Metaliminal_Storms#Electric|Electric metaliminal storm]]. | ||