Difference between revisions of "User:Hirmuolio Pine/sandbox3"

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'''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''' 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 ==
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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.
 
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.
  
There are multiple factors that will prevent ship from cloaking or will cause a ship to decloak.
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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.
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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.
 
* 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.
 
** Cloaked ships will not declaok other cloaked ships.
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* 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.
 
* 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.
 
* 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.
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* 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?).
  
 
{|class=wikitable style="width: 900px;background:#111111"
 
{|class=wikitable style="width: 900px;background:#111111"
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This type of cloaking device comes with severe penalties:
 
This type of cloaking device comes with severe penalties:
 
* Installed cloaking device will apply scan resolution penalties at all times even if the cloak is offline.
 
* Installed cloaking device will apply scan resolution penalties at all times even if the cloak is offline.
* 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 finish their cycle.
 
 
* While the cloak is active the ship suffers massive speed penalty. -90% on prototype cloak and -75% on improved cloak.
 
* While the cloak is active the ship suffers massive speed penalty. -90% on prototype cloak and -75% on improved cloak.
 
* 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 can not 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).
 
* After a ship uncloaks it is unable to target anything while the sensors are calibrated (up to 27 seconds on most basic cloak).
  
 
|-
 
|-
 
|{{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. Most notable covert ops capable ships are covert-ops frigates, stealth bombers and force recon ships, though a number of faction and limited edition ships can use them too.
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|'''{{co|wheat|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:
 
The covert ops cloaking device has drastically less severe penalties compared  to the normal cloak:
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* No speed penalty while active.
 
* No speed penalty while active.
 
* Ship is able to warp while cloaked.
 
* Ship is able to warp while cloaked.
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* While the cloak is active the ship can not target anything.
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* After a ship uncloaks it is unable to target anything while the sensors are calibrated (up to 9 seconds).
 
|}
 
|}
  

Revision as of 21:24, 26 September 2019

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?).
Cloak.png 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:

  • Installed cloaking device will apply scan resolution penalties at all times even if the cloak is offline.
  • While the cloak is active the ship suffers massive speed penalty. -90% on prototype cloak and -75% on improved cloak.
  • While the cloak is active the ship is unable to warp.
  • While the cloak is active the ship can not 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).
CornerT2s.png
Cloak.png
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:

  • No scan resolution penalty.
  • No speed penalty while active.
  • Ship is able to warp while cloaked.
  • While the cloak is active the ship can not target anything.
  • After a ship uncloaks it is unable to target anything while the sensors are calibrated (up to 9 seconds).

Skills

MWD cloak trick

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.