Tag Archives: Cynos

The September Update Brings Cyno Changes and New Player Improvements to EVE Online

The Chaos Era continues in New Eden as CCP proceeds with the dual goals of making the game more difficult for veteran players while simultaneously attempting improve new player retention.

In my book the big item hitting the game for September is the cyno changes, which I mentioned previously.  This has been summed up in the patch notes in a single sentence:

Cynosural Field Generator I now only able to be fit to Force Recon Ships and Black Ops Battleships.

Yesterday most of the 345 ships currently flyable in New Ede could have lit a cyno, the requirement having been just a high slot.  Today it is down to nine.  If you’re like me, you’re now stuck moving your capital ships around in fleet ops unless you are willing to blow a 300 million ISK force recon hull for every jump, or a billion ISK black ops hull.  My solo trips in a cap are done, don’t undock what you cannot afford to lose being the iron law of New Eden and all.

No more of this frigate cyno stuff

The one set of hulls excused has been Jump Freighters.  Initially CCP was simply going to allow them to use covert cynos, which had its own mix of good and bad. (Which needed Cyno V on your cyno alt as well as the ability to fly a covert ops ship, but exposure would be reduced.)  That plan was changed (hopefully before people skill injected their cyno alts to Cyno V) and now there is a new cyno module just for jump freighters.  Per the patch notes:

  • Added Industrial Cynosural Field Generator.
    • Can be fit by Industrials, Deep Space Transports and Blockade Runners.
    • Industrial Cynosural Fields can be jumped to by Jump Freighters and Black Ops Battleships.
    • Requires Cynosural Field Theory I to activate.

Industrials will be the new cyno ship for jump freighters.  This will also keep cyno vigils a thing, though now vigils will be held in haulers, which seemed to be a major factor here.  More room to hold fuel I guess.  The odd bit is the addition of Black Ops ships to those being able to jump to the new cyno.  I did not see a reason listed for that.

And so the chaos continues.

On the new player side of things, the big feature for September looks to be warning messages when players are fitting ships sub-optimally.  There will now be four levels of warnings in the fittings window if you commit any of these fitting sins.   The warnings are broken out into the following groups:

Crucial/Red if:

  • The ship’s CPU is overloaded
  • The ship’s Powergrid overloaded
  • The ship’s Cargo is overloaded
  • The ship is a Strategic Cruiser and is missing a subsystem

Warning/Yellow if:

  • The ship has Invalid modules fitted (for example after a ship has been rebalanced or when swapping subsystems on a Strategic Cruiser)
  • Some fitted Modules are not providing bonus (for example if you have a Magnetic Field Stabilizer fit but all your guns are projectiles turrets)
  • Mixing turret groups
  • Mixing turret sizes
  • Mixing launcher groups
  • Both Shield and Armor modules fitted
  • Offline modules

Info/White if:

  • Armor tanking a ship categorized as shield ship
  • Shield tanking a ship categorized as armor ship
  • Polarized weapons fitted

Skill warning if:

  • Skills for the ship or fitted modules are missing
  • Skills for items in the ships cargohold are missing

Hovering over the warnings will describe which tenant of ship fitting you have broken and highlight the offending modules.

Dual tanked Raven as an example

With this in place can we then assume all bad fits are on purpose?

Other items of note on the list of changes include the long promised warp timer.  Previously tossed due to technical reasons, you can now only be kept from warping by bumping for three minutes:

Ships that bump while attempting to enter warp will now automatically enter warp if they remain in the pre-warp state for three minutes continuously. Scramblers or any other form of canceling the warp will reset this timer.

The out is that if the people bumping you are willing to sacrifice a rookie ship and a warp scram to CONCORD every two and a half minutes or so, they can still keep you stuck indefinitely.  But if you’ve set yourself to warp in a belt and walked away, you’ll only bump off that asteroid in your way for three minutes… so long as belt rats don’t get you before then.

On the graphics side of things, there has been an update to graphics and shaders related to stars and wormholes.  There was a dev blog about this, but I guess it can be quickly summed up in a graphic from that.

The before and after look

Wormhole graphics will also indicate the age and capacity of the wormhole, so capital capable wormholes will be visually distinctive from frigate sized holes.

There are, as always, lots of other small fixes and tweaks in the update.  You can find details in the patch notes and on the updates page.  Word is that the update has been deployed successfully.

The Chaos Era is Coming to Cynos

CCP announced in the forums today that with the September update they are planning two changes when it comes to cynosural fields, the ship mounted beacons that act as jump targets for capital ships.  The announcement in full:

This September we are planning two large changes for Cynosural Fields:

  • Cynosural Field Generator I can only be fit by Force Recon Ships and Black Ops Battleships (note: these classes can still fit covert cynos)
  • Jump Freighters can jump to Covert Cynosural Fields

During this era of chaos we are eager to introduce new challenges for veteran pilots while working towards a deeper and more balanced capital meta. Historically, cynos have been extremely flexible. They can be used on flocks of alts at nearly no risk or used by the largest and strongest ships in the game. With few options for cyno disruption, capital response time and power has grown to the point that it’s oppressing activity. This change will make it more complex and demanding to get capitals to the field quickly and give more strategic options for those wishing to disrupt capital response.

While most of the impact from this change is on combat, we are sensitive to the effect on Jump Freighters and logistics overall. Jump Freighters will be allowed to use Covert Cynos which can be activated by cheaper hulls like Covert Ops Frigates. This may need further attention and we will be watching this area very closely.

As clarified in a follow up post, that means that only the following ships can fit a cyno:

  • Force Recons
    • Arazu
    • Pilgrim
    • Falcon
    • Rapier
  • Black Ops Battleships
    • Redeemer
    • Widow
    • Sin
    • Panther
    • Marshall (maybe?)

If CCP carries through on this, the days of the cyno alt in a small, sacrificial ship will be over.

No more cyno on a Kestral

My hot take on this is that Malcanis will prevail yet again and the rich will get richer while the poor will be left out.  Is that that goal?

A large null sec organization that can afford to throw away expensive hulls for cynos or organize protection for their cyno beacons will carry on as before.  Coalition capital moves ops won’t change and you will still get dropped on by a bunch of titans if you come to Delve.  You’ll just get a better kill mail if you manage to pop the cyno ship.

However, if you are trying to get your own capital ship moved around New Eden, welcome to the new expensive reality.  You can only light a cyno in low and null sec, where their presence on the overview system-wide makes them an easy to find target, stuck in place for 10 minutes.  The only reason not to bother is that a rookie ship doesn’t get you a kill mark.

But if suddenly every cyno has an expensive kill mail attached, people will be racing to pop them.  I just did a multi-cyno trip across low sec to get a suicide dread in place a few weeks back.  It cost me a bunch of fuel and a Kestrel.  Would I do the same if I knew I was going to have to sacrifice a nearly 300 million ISK Falcon, the current cheapest of all the hulls listed according to EVE Appraisal, for each jump?  Probably not.  That would have cost me almost as much as the dreadnought itself.

And when people are burning a Falcon for every cyno, expect that price to go up.

I know that CCP wants to shake up the meta, but this feels like it will have the same result that so many past changes have, where an effort to make the larger groups hurt only ends up locking out the small time operator.  I suppose at least they had a thought for the jump freighter pilots, who will now only have to burn a covert ops frigate for each jump.  Expect shipping prices to go up some as well.

This change isn’t coming until September and at times CCP does listen to feedback.  We shall see if this is the chaos they want.  I am sure there will be lots of… ahem… discussion about this proposed change.  The forum thread about this is already alight, as is the main thread on Reddit.

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