Happens every day. I'm gonna try that action myself. Very cool. Anon Great idea. One overheating guide, coming up. Anon Yep, you bring up a lot of great points, but this is a basic decloaking guide. Sooner or later, I'll probably write one of those, too. Finally someone put it in writing. Cannot tell you how many fleets I've been in where experienced FCs have had their decloakers do the wrong thing. I will point ours in this direction next time they do wrong : Excellent detail. Much appreciated.
Also, gonna have to try the survey probe trick as well :. I hate to say it, but You got some key information wrong under Gate Mechanics 5, and Decloaking Process 6.
The decloaking timer at gates and wormholes is 60 seconds, not You have 30 seconds until your session timer is over, and an additional 30 seconds of waiting in which you are still gate-cloaked if you do not move.
Try it. Now to wait for dt to be over so I can try Thank you for these informative guides. Noobs and seasoned players alike can benefit from reading these. Yes, reading :P Keep em coming! I'm also glad you finally put it in writing about drones and decloaking.
I cant tell you how many times I've heard the rumor that after so and so patch drones no longer decloak. I prefer a brute force approach.
I purchase or more light drones whatever is cheapest , and place them in my carrier's drone bay. I then assign drones to fellow pilots orbiting the gate, and the drones are then abandoned in space in intervals, forming a sphere of abandoned drones around the gate. When the drones run out, cans with bookmarks are ejected. O non-fighters cant be assigned unless ur on grid. I'd always wondered what the colour of those lines connecting systems on Dotlan meant.
This appears to be erroneous or outdated. Shift-double-click approaches a target. Spamming sh-db-cl and then maximising speed is the correct key sequence. Welcome to Jester's Trek. Saturday, February 26, Guide: Basic Decloaking. Introduction and Definition Decloaking is defined as the act of forcing a warp-while-cloaked capable ship out of cloak and tackling it when that ship is in close proximity to a gate after jumping into a new system.
It is also the term used when attempting to force out of cloak a non-warp-while-cloaked ship that uses a Prototype Cloaking Device and MicroWarpdrive to increase his chances of evading a gate camp.
As these are all small ships with fast align times, virtually all successful decloaking is done with interceptors. Assumptions Before attempting to learn how to decloak, it is important to understand both the ships that you will be attempting to decloak and some basics about gate-jump mechanics.
Gate Mechanics When you jump into a new system, things happen in a specific order: 1. Your pilot name appears in Local. The gate that you are jumping through flashes.
The game chooses a random direction away from the center of the gate for your ship to appear. Your ship will load grid in that direction away from the center of the gate, 10, meters from the closest edge of the gate model and as a result, usually between 11 and 16 km away from the center of the gate.
You will remain cloaked and invulnerable until one of three things happen: You choose to warp toward a celestial; or, you begin moving your ship, by double-clicking in space, approaching an object or another ship, or similar means; or, 30 seconds passes. Once your ship is no longer cloaked and invulnerable, you may activate modules normally. As a result, cloaky ships cannot simply activate their cloaking device as their first action when entering a new system.
They must move or wait out the timer first. This gives a decloaker a second or two to determine where that cloaky ship has appeared on grid.
Understanding that you will appear 10, meters from the edge of a gate model is also an important part of jump mechanics. The distance you appear from a gate only appears random because of the varying size of the jump gates. Most gates are standard gates and are quite small.
However, some gates link constellations together. These gates are somewhat larger in size. Constellation gates are marked with red lines on the dotlan maps of a region. Still other gates are "regionals", linking regions in the game together. These gates are extremely large. How do these facts affect decloaking? First, understanding the order things happen in the game is important. If you are part of a gate camp and your role is that of the decloaker, it is your job to watch Local for hostile targets.
Note that a hostile or neutral will appear in Local before the gate flashes announcing that target's arrival, and several seconds before that target can hope to load grid. This is one of your few advantages as a decloaker, against a ship that can warp while cloaked: you get warning that combat is potentially about to occur.
The target, by and large, does not. Gate sizes are also important to decloakers, and to gate camps in general. It is extremely foolish to attempt decloak tactics, or gate-camp tactics, around a regional gate. These gates can be enormous and can require the covering of enormous distance between potential decloak points. On the largest regional gates, it is not at all uncommon for two decloak points to be 30 km from each other. If you're going to try to decloak someone, stick to standard or the smaller constellation gates.
Cloaky Ship Characteristics It's also important to understand the characteristics of your most common targets. All ships able to warp while cloaked have one thing in common: they are all small, agile spacecraft.
All of them have align-and-warp times of under ten seconds, and many of them have align-and-warp times of under five seconds. Given that they will only be visible on your screen and on your Overview for about 1. Unsurprisingly, the armor-tanking Pilgrim and Arazu are the easiest to catch. The shield-tanking Rapier is the most difficult. Stealth Bombers and Covert Ops ships will be almost impossible to catch unless their pilot makes a mistake.
Happily, though, many such pilots do, so catching them is not impossible. Blockade Runners are in the middle. Nano-fit, they are nearly as agile as frigates and are therefore impossible to catch. However, the models for two of them -- the Crane and the Prorator -- are extremely large and clunky, which improves your odds.
And most Blockade Runners are actually cargo-fit rather than nano-fit, which slows them and reduces their agility a great deal. Another fact to remember about your targets is that every ship that can fit a Covert Ops Cloaking Device does not receive a speed penalty when using that device.
As a result, cloakies are fast. This is the area where the Rapier in particular has a major advantage. Its agility and speed allows it to make many evasive maneuvers when trying to avoid a decloaker.
These ships will also carry the momentum imparted to them by Afterburners or MicroWarpdrives into their cloak cycles, making them even faster. However, once the active cycle ends, the modules cannot be reactivated while in cloak and that speed will rapidly bleed off.
Decloaking Principles The basic facts regarding decloaking are simple: you must place a solid object within meters of the ship that is operating under cloak. In practice it's not a gradual thing. Similarly when you cloak, the same animation starts at the moment you actually become fully cloaked. Becoming cloaked is not a gradual effect. In addition to all this, for the full 1 minute duration of the gate cloak, you are effectively invulnerable.
You cannot be hit with any area-of-effect attacks, and you cannot be decloaked by people coming too close to you we'll cover how decloaking works normally a bit later in the class. This invulnerable gate cloak gives you one minute to assess the situation in this system before you are able to be found. If you jumped into a huge flashy gate camp, don't panic right away - you have 1 minute to think about what to do!
Something relevant to this is the initial 30 second invulnerability timer when you undock from a station. To become invisible without having to jump through a gate or wormhole every time, requires the use of a cloaking device. A cloaking device is a high-slot module that can be found in the Electronics section of the market. It uses 1 MW of powergrid, and quite a lot more CPU - between 30 to usually, depending on the ship and the module itself.
To be able to fit a cloaking device requires one skill, called Cloaking link skill in class. This means cloaking is fairly easily doable even by complete newbros as long as they can afford the 3.
It is also a rank 6 skill, so it can take quite a while to train. You only need level 1 to be able to fit the simplest cloaking device. You can fit two cloaks on a ship, but there's no point because when you try to activate either one of them, this happens: link in chat i.
Once your cloaking device is fitted, you simply hit it once for instant invisibility. It has no cycle time, and it does not require capacitor to run. It will last indefinitely, until one of the following happens: either a you hit it again to deactivate the cloak, or b you get within m of any object, which automatically decloaks you. If you are already within m of any object, even if it's not on your overview, you get an error message.
Very few people have corpses listed as biomass on the settings on their overview, for example, and they will stop you cloaking. It can be useful to have an overview tab that shows absolutely everything in space, which you can switch to if you are paranoid about being decloaked.
If anybody, be they player or NPC, is yellow-boxing or red-boxing you - that is to say, they have you targeted - you cannot cloak. In addition, if someone is targeting you with a Passive Targeter module active - which means they can target you without you seeing any yellow boxes - then you cannot cloak up.
If you are already cloaked, you cannot cloak. This becomes an issue when you have just jumped through a stargate or wormhole, and still have the gate cloak.
You need to decloak before you can activate your own cloak. When you activate your cloaking device, you effectively disappear from space entirely. It is not possible to find you without resorting to bumping into you or setting off area-of-effect weapons in close proximity, and for both of these the enemy needs a good idea of where you are already. If they see you cloak up not too far away for instance if you just jumped through a gate into their gate camp , then all they need is a fast ship and some skill and perhaps some luck , and decloaking you is not too difficult.
This is why the moments immediately after you cloak up can be the most dangerous. Once you've cloaked up and moved away from your cloak position, unless you do something very silly you are effectively impossible to find.
If anyone was attempting to target you when you cloaked up, they will fail. Sometimes they receive the failure message before you disappear from their overview. The same message displays if you are trying to target something when it jumps out of system or is destroyed. Cloaking does not remove you from the Local channel list. If you see someone in the local channel, and you've checked all the stations, d-scanned everything, combat-probed everything and still drawn a blank, you can bet they are cloaked up somewhere.
Wormhole-space, on the other hand, doesn't have a local channel list at any time. You only appear in local if you talk in it. If you are cloaked up in wormhole-space, there's a good chance nobody knows you are there.
Cloaking is very powerful when you live in wormhole-space. Just as you were unable to cloak if an object is within m of you; if there is an object within m when you are cloaked, it will decloak you. You will not get a message about this, the only thing that will happen is that your cloaking device will stop pulsing green.
It's very easy to not realise you are uncloaked. Other cloaked ships will not decloak you. You can have a fleet of 30 stealth bombers all cloaked up together, for example. Of course if they are within m of each other, as soon as one decloaks for any reason, they all will. Whilst cloaked you cannot jump through gates or wormholes, and you cannot dock - you have to decloak before you can do all those things. You can however give Dock and Jump commands from range - and your ship will warp to the target as you would expect.
Normally what happens is that the gate or the station then automatically decloaks you when you arrive - because you are within m of it - which then means your ship can dock or jump. I'll talk more about this in the cloaking tips section towards the end. Whilst you are cloaked you cannot activate any modules at all. Any modules that are cycling when you cloak up, will automatically deactivate at the end of their cycle - even if you decloak before they come to the end of their cycle. However, you can activate modules in the first 5 seconds after you activated your cloaking device.
This can be useful for propulsion modules especially. If you have trained thermodynamics, you can't pre-overheat modules while cloaked. But you can use the sensor recalibration delay time to pre-overheat stuff. I'll tell you what that is in a bit. Being invisible does not make you invulnerable. You can still be hit by bombs, smartbombs, ECM bursts and similar area-of-effect modules. There are three primary types of cloak, along with a small number of faction and officer versions.
You can find cloaks in the Electronics and Sensor Upgrades section of the market. The Compact requires the Cloaking skill at level one, whereas the Improved requires Cloaking at level three. These have no fitting restrictions and can be fitted to any ship. The third type of cloak is the Covert Ops Cloaking Device. As the description explains, this is a very specialised piece of technology. It is designed for use with specific ships only and requires the Cloaking skill at level four.
You can only fit the CovOps cloak on covops frigates, stealth bombers, force recon cruisers, blockade runner industrials, and strategic cruisers - Tech 3 ships - with the Covert Reconfiguration subsystem. There are four versions of these ships, one for each race. If you look at the descriptions for each of these ships, you can see that they all provide bonuses to CPU usage.
With the stealth bomber and the Tech 3 strategic cruiser, this is a role bonus, which means it is a fixed bonus. Defenses Structure. Module Reactivation Delay Cargo Capacity 0. Other Maximum Velocity Modifier 1. Description A very specialized piece of technology, the covert ops cloak is designed for use in tandem with specific covert ops vessels. Type ID. Tech Level. Meta Level. Base Price.
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