Please make masslock more usefull

It's way too easy to escape battles. Both for NPCs as well as players. Yeah, the masslock mechanic is a nice idea, but it's almost useless since people can just jump to another system instead, which isn't even affected by masslock. Even if you're in a Sidewinder with an Anaconda stuck in your butt, just engage hyperdrive and *puff*, away you go without any masslock issues. What's the point of preventing you from entering SC if you can just go hyperspace instead >.<

Please, make masslock actually useful!
 
Last edited:

Robert Maynard

Volunteer Moderator
It's way too easy to escape battles. Both for NPCs as well as players. Yeah, the masslock mechanic is a nice idea, but it's almost useless since people can just to another system instead, which isn't even affected by masslock. Even if you're in a Sidewinder with an Anaconda stuck in your butt, just engage hyperdrive and *puff*, away you go without any masslock issues >.<

Please, make masslock actually useful!

If hyper-drive is meant to be affected in the same way as the FSD then ticket it.

If not then follow it - one of the ships will run out of fuel at some point.
 
Sounds to me like a simple case of "boo hoo my target got away. I demand you make it easier for me to get kills!"

Target their FSD first, they can't jump if that's knocked out.
Pack missiles. A couple of them up their tailpipe as they try to FS out usually ensures they won't go anywhere. Once they are committed, they are flying in a straight line so you can send a hail of weapons fire their way to augment the missiles. The result is usually a very pretty explosion.

You may still be within the mass lock radius but they may have gone out of range of it.
 
I'm not sure what you're saying since entering supercruise and hyperspace are treated in the exact same way by the game... technically entering hyperspace begins with supercruise.

Mass-lock, such as you get around stations prevents ships activating supercruise and it also prevents them activating hyperspace.

'FSD inhibited by a factor of 18...', such as you get when you're in a Sidewinder and there's an Anaconda on your tail also behaves the exact same say whether you're entering supercruise or hyperspace.

I might have misunderstood your complaint, but it sounds like you're saying that FSD inhibited only happens for entering supercruise, not for hyperspace.
 
I might have misunderstood your complaint, but it sounds like you're saying that FSD inhibited only happens for entering supercruise, not for hyperspace.

Yea that's exactly what he's saying and exactly the case. Disruption doesn't happen for hyper jumps. Sad but true.

I just found out about it myself. I definitely hope it's not intentional. That would make for some bad game play since wake scanner are useless.

- - - - - Additional Content Posted / Auto Merge - - - - -

If hyper-drive is meant to be affected in the same way as the FSD then ticket it.

If not then follow it - one of the ships will run out of fuel at some point.

It's been ticketed by me and a few others but no response.

It's pretty difficult to follow anyone across systems, the wake scanner is pretty sub par, not to mention trade ships generally have better jump range than fighter ships.
 
Last edited:
For hyperjump, the same delay comes from having to go to the navigation panel during combat, selecting a destination and locking it in BEFORE initiating hyperdrive.

Supercruise is different because you don't need a target to go into supercruise, it can be done at the push of a single button.
 
target fsd, while yes it won't assure to stop them instantly, hitting their fsd knocks it out at random times, and can interupt/slow the charge significantly.

That said, vipers don't really have any mass to prevent people from running with, cobra has some and does seem to have an effect as long as you stay close, but anything smaller then a cobra against other small ships, is just not going to have the mass to do much about it.
 
For hyperjump, the same delay comes from having to go to the navigation panel during combat, selecting a destination and locking it in BEFORE initiating hyperdrive.
If it's preselected, there's no delay. Also, the FSD cooldown prevents you from engaging it. That's more than enough time to select a destination.
 
Last edited:
It's really is pretty boring, both for the hunter and the hunted. The only time you are at risk is when you are so weak that the hunter can kill you before you FSD away and too slow to do anything about it, which also is a pretty boring scenario, since you know that even in a high security system, the system security will never do anything useful to help you.
 
It's really is pretty boring, both for the hunter and the hunted. The only time you are at risk is when you are so weak that the hunter can kill you before you FSD away and too slow to do anything about it, which also is a pretty boring scenario, since you know that even in a high security system, the system security will never do anything useful to help you.
If FD screw around with it too much, it will be broken to the point that there is no escape at all. Then you may as well self destruct before they even fire if you're interdicted in a slow and cumbersome ship to deny them the kill.
 
If FD screw around with it too much, it will be broken to the point that there is no escape at all. Then you may as well self destruct before they even fire if you're interdicted in a slow and cumbersome ship to deny them the kill.

We can make system security actually mean something.
A trader shouldn't always have to escape to ''win'' a pirate encounter. In systems with security, security forces should pile up on the interdictor as fast as they can. That's what they're for, after all!
Also, I think self-destructing should leave your ship intact but dead in the water.
 
If it's preselected, there's no delay. Also, the FSD cooldown prevents you from engaging it. That's more than enough time to select a destination.

Actually, there is a delay because hyperdrive takes longer to charge up than supercruise anyway. The mass effect just adds more charging time to supercruise to make the faster getaway less viable.
 
Actually, there is a delay because hyperdrive takes longer to charge up than supercruise anyway. The mass effect just adds more charging time to supercruise to make the faster getaway less viable.

5 extra seconds isn't a big deal considering with 18x mass disruption supercruise takes 2 mins.
 
I'm not sure what you're saying since entering supercruise and hyperspace are treated in the exact same way by the game... technically entering hyperspace begins with supercruise.

Mass-lock, such as you get around stations prevents ships activating supercruise and it also prevents them activating hyperspace.

'FSD inhibited by a factor of 18...', such as you get when you're in a Sidewinder and there's an Anaconda on your tail also behaves the exact same say whether you're entering supercruise or hyperspace.

I might have misunderstood your complaint, but it sounds like you're saying that FSD inhibited only happens for entering supercruise, not for hyperspace.

Yeah I agree, I can't jump to another star If I'm mass locked.... perhaps the problem is that target OP is talking about is NOT in fact mass locked at the time they engage their FSD. The Anaconda can mass lock smaller ships yes, but all of these smaller ships can move fast enough to escape mass lock as well. Also I'm not sure how far the mass lock is on a Anaconda but I am pretty sure it's very close, space stations are what, like 5 or 6 KM? A ship must have WAY less mass lock potential then a space station, so I would guess that a small ship can FSD when still within weapons range of a Anaconda.
 
Back
Top Bottom