User:Hirmuolio Pine/sandbox3
Cloaking allows a ship to become completely invisible to almost all forms of detection. Only the faction police and CONCORD NPC ships are able to locate cloaked ships.
Cloaking devices
Cloaking devices are highs slot modules that allow ships to turn invisible.
Once the module is activated the ship will turn invisible immediately. You will see the cloaking animation on your own ship but other players will just see your ship disappear.
While active the cloak will prevent activation of all modules. Hovewer you can activate modules during first 5 seconds of being cloaked. Modules that are active will also finish their cycle. Some modules such as the MJD will also decloak the ship if they cycle while cloaked. You are also unable to set modules to overheated state while you are cloaked.
There are multiple factors that prevent ships from cloaking, cause a cloaked ship to decloak or apply to cloaked ships.
- Being within 2000 m from any object will cause cloaked ships to decloak. This includes often ignored objects such as jettisoned cans, drones, missiles and gas clouds.
- Cloaked ships will not declaok other cloaked ships.
- Being targeted will prevent ship from cloaking. This includes being targeted by a passive targeting module which does not show as yellow box.
- Someone trying to target you will not prevent cloaking. The targeting attempt will fail.
- If you are already cloaked you can not cloak. This may seem as not a problem but this will force you to break the gate cloak before you can activate your cloaking module and in process reveal yourself.
- Faction police and CONCORD ships are able to locate cloaked ships. If you are being chased by either of them they will warp to you even if you are cloaked.
- Area of effect modules such as smarbombs do not care about cloaks and will damage cloaked ships (uncloak?). Command bursts will also apply on cloaked ships (confirm?).
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.
This type of cloaking device comes with severe penalties:
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Covert ops cloaking device can only be used by certain T2 and faction ships. Most notable covert ops capable ships are covert-ops frigates, stealth bombers, force recon ships, blockade runners and T3 cruisers with covert ops configuration though a number of faction and limited edition ships can use covert ops cloaks too.
The covert ops cloaking device has drastically less severe penalties compared to the normal cloak:
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Skills
Cloaking is the only cloaking related skill. This skill allows you to use cloaking devices and also reduces the duration of recalibration delay that comes after decloaking by 10% per level.
MWD cloak trick
This is a technique that enables pilots to be cloaked while aligning after jumping through a gate. When done properly, this allows the pilot to almost instantly warp the second they decloak.
You will need:
- Improved Cloaking Device II. Prototype cloaking device has too big speed penalty preventing you from reaching the required velocity.
- Microwarpdrive of the correct size for your ship. That is: 5MN for frigates and destroyers, 50MN for cruisers, battlecruisers and industrials, and 500MN for battleships.
- If the ship is bad at aligning you may need inertia reducing modules such as nanofiber internal structures or inertia stabilizers.
Do these things in this order while you are under the effects of gate cloak after jumping through a stargate or wormhole.
- Hit align to the object you want to warp to.
- Immediately hit the cloak.
- Immediately after you hit cloak hit your MWD (this does work, you can activate non-offensive modules for 5 seconds after you activate a cloaking device).
- When your MWD cycle is about 90-95% complete, deactivate your cloak and spam warp to your point of interest.
- The MWD will deactivate automatically, and when it does you will instantly enter warp.
Although you can do MWD then cloak (or do both at once), it is not recommended as having your MWD active before your cloak is a bad idea due to the signature radius bloom and the likelihood of spending more time uncloaked.
While you are cloaked the cloak will apply 75% speed penalty but at the same time the MWD boosts your speed by 500%. As a result your ship is able to reach at minimum 75% of its unmodified top speed while cloaked. And since you hit align before the cloak you will be aligned and at warp speed when the cloak drops. So when you deactivate the cloak (right before the MWD cycle is complete) the ship is able to enter warp immediately. This equals near insta-warp. With practice, you can be uncloaked for literally less than a second total on a gate. Practice in high-sec and you will find this is actually pretty easy and effective.
Video demonstrations:
MWD cloak trick with large ships
Part of the requirement to make the the microwarpdrive + cloak trick work is to have a size-appropriate microwwarpdrive, 5MN for a frigate, 50MN for a cruiser, 500MN for a battleship etc. Ships like the Orca or the Bowhead are technically capital-class sized but can only fit 500MN microwarpdrives due to fitting restraints. As such they can not use the microwarpdrive + cloak trick, but they can use the 500MN microwarpdrive to align and get into warp in 10 seconds (one cycle of the microwarpdrive).
For normal capital ships (carriers, dreadnoughts, force auxiliaries, supercarriers, titans and the Rorqual) there are capital sized 50,000MN microwarpdrives, that can allow them to do the same microwarpdrive + cloak trick, although they have a cycle-time of 20 seconds (instead of the usual 10 seconds) and might require additional agility modules to ensure they get the speed up in time.
Some of the smaller capital ships, like carriers and dreadnoughts, can also use the undersized 500MN microwarpdrives to align in ~15 seconds by pulsing the microwarpdrive once then warp shortly after. While they are normally not agile enough to warp in 10 seconds flat, it's usually much faster than aligning normally or through the use of an appropriately sized 50,000MN microwarpdrive due to its cycle time of 20 seconds.
Gate cloak
Every time you jump through a stargate, wormhole or jump bridge your ship will be cloaked when it lands on the other side. The gate cloak does not get broken by objects being within 2000 meters from your ship. While under the effects of gate cloak your ship is completely immune to every single possible offensive effect. You can not be uncloaked, hit by area of effect weapons such as smarbombs or be bumped by ships.
This gate cloak will last for 60 seconds or until you move, activate any module or target anything with you ship. As soon as the gate cloak id broken by the timer running out or by ship actions the ship will immediately become visible.
It is often best to take full advantage of the 60 second gate 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 gate cloak.