No mass lock on hyper jump.

I've noticed lately that I can't stop players from hyper jumping out in 10 seconds. Mass lock still works on SC jumps but not cross systems ones. Am I the only one having this issue?

Just to clarify, im in a ship capable of mass locking and within 3km but it doesn't matter,after 10 secs tthey jump out leaving a high frame wake behind.
 
Nope, inter-system FSD jumps never get inhibited by other ships, they can only get complete masslock from nearby structures.
It's yet another way to flee
 
Long range FSD has never been subject to mass lock charge-time increases far as I know, - its the best way to escape if you can't get 3km between you and your opponent.
 
I think it would take some mighty amount of mass to disrupt the kind of heavy-duty spacefolding a hyperspace jump does. Supercruise is a drop in the puddle in comparison. Seems working as intended to me.
 
There is absolutely no way that's working as intended. Why even have mass lock if you can easily circumvent it????

Edit: On the plus side this explains why npcs can jump out so quick, they always use hyper jump to leave.
 
Last edited:
There is absolutely no way that's working as intended. Why even have mass lock if you can easily circumvent it????

Edit: On the plus side this explains why npcs can jump out so quick, they always use hyper jump to leave.
It takes longer than jumping to supercruise though, add in a second or two to set a target as well, and having to align to escape.
 
So at absolute most 10 extra seconds making it 20 seconds vs 180 for SC, assuming 18x mass lock that most bigger ships give. It's not even close to a choice.
 
Last edited:
Means you can have a system targeted as soon as you enter a Nav Beacon or USS. Anything goes south - point and shoot. If that fails - pull the cord. :D
 
Means you can have a system targeted as soon as you enter a Nav Beacon or USS. Anything goes south - point and shoot. If that fails - pull the cord. :D

Except targeting the fsd or thrusters just means the trader will self destruct and you're in the same boat as if they escaped, no cargo :(

Edit: That's against players, npc traders are still stupid enough to attack you letting you scoop and rob again at your leisure.
 
Last edited:
There is absolutely no way that's working as intended. Why even have mass lock if you can easily circumvent it????

Edit: On the plus side this explains why npcs can jump out so quick, they always use hyper jump to leave.

Frame wake Scanner makes sure that you have not escaped with a simple hyperdrive jump. And once you are out of fuel and pretty banged up along the way you might consider finally giving up your cargo. ;-)
 
Frame wake Scanner makes sure that you have not escaped with a simple hyperdrive jump. And once you are out of fuel and pretty banged up along the way you might consider finally giving up your cargo. ;-)

Well I guess it's time to start carrying a wake scanner luckily its not too widespread. Probably shouldn't have made a thread about it, that was stupid of me.
 
That is some interesting tidbit of info that I did not know. It would explains a lot of things... anyways, thank you for the information!
 
Given how pointless wake scanners are, putting you 30 seconds behind the chase, (10 second scan, 15 second charge, 5 second countdown) this is a very powerful way of escaping. If people do it to me once, I'll not them down, and not let them live 15 seconds after FSD charge next time.

I ticketted this a few weeks ago. I think it's either a bug, or a dumb design decision. Dunno which.
 
Back
Top Bottom