Same Rules should apply to ALL! NPC's get a free pass

I have an issue with how the game lets NPC's escape when they should be mass disrupted like it tells me when I need to get out.

Depending on the size of the ship I have to be between 3 to 4 km before the frame shift drive will complete spinning up. I can't tell you how many times I have died because I can't leap out because of mass disputed from another ship. I am fine with that since it make sense with the lore and science of the game.

What I can't stand is I am in a battle with a Deadly Python, it is a hell of a battle and dragging on. Then security joins in and the Python decides to flee, I am on the rear of his ship like a driver riding the rear end of your car wanting to pass. Also have security all around him.. so he should have been mass locked like crazy. Nope! Jumps right out and all the time working him down to 10% is lost.

I am not complaining that it is hard fight. I like the challenge, but it is frustrating as hell when the game doesn't follow it's own rules! :mad:

Either remove it for players so we can jump out like the AI does, or fix the AI being able to leave at any moment and have 0 effect of mass disrupted. Even other AI do not mass disrupted each other, only human players.

Being that mass disruption is part of the lore I wish Frontier could fix it so it works the same across the board for human and AI alike.

:rolleyes:
 
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I have an issue with how the game lets NPC's escape when they should be mass disrupted like it tells me when I need to get out.

Depending on the size of the ship I have to be between 3,000 to 4,000 km before the frame shift drive will complete spinning up. I can't tell you how many times I have died because I can't leap out because of mass disputed from another ship. I am fine with that since it make sense with the lore and science of the game.

What I can't stand is I am in a battle with a Deadly Python, it is a hell of a battle and dragging on. Then security joins in and the Python decides to flee, I am on the rear of his ship like a driver riding the rear end of your car wanting to pass. Also have security all around him.. so he should have been mass locked like crazy. Nope! Jumps right out and all the time working him down to 10% is lost.

I am not complaining that it is hard fight. I like the challenge, but it is frustrating as hell when the game doesn't follow it's own rules! :mad:

Either remove it for players so we can jump out like the AI does, or fix the AI being able to leave at any moment and have 0 effect of mass disrupted. Even other AI do not mass disrupted each other, only human players.

Being that mass disruption is part of the lore I wish Frontier could fix it so it works the same across the board for human and AI alike.

:rolleyes:

Npcs highwake, which isn't mass disrupted by other ships.
 
Well I don't have enough "pay close attention" to the NPC's in combat to know if they "cheat" but I would agree on principle it should be a level playing field for all.

Based on the 2.1 ... whooping the AI gave a lot of folks they certainly appear capable of being programmed for playing by the same rules as the player.
 
Well I don't have enough "pay close attention" to the NPC's in combat to know if they "cheat" but I would agree on principle it should be a level playing field for all.

Based on the 2.1 ... whooping the AI gave a lot of folks they certainly appear capable of being programmed for playing by the same rules as the player.

In the example raised by the OP, they do. NPC's are wise enough to High Wake out of trouble, rather than face Mass Disruption going into Super Cruise. Neither players nor NPC's face mass disruption when High Waking to another system.
 
I have an issue with how the game lets NPC's escape when they should be mass disrupted like it tells me when I need to get out.

Depending on the size of the ship I have to be between 3,000 to 4,000 km before the frame shift drive will complete spinning up. I can't tell you how many times I have died because I can't leap out because of mass disputed from another ship. I am fine with that since it make sense with the lore and science of the game.

What I can't stand is I am in a battle with a Deadly Python, it is a hell of a battle and dragging on. Then security joins in and the Python decides to flee, I am on the rear of his ship like a driver riding the rear end of your car wanting to pass. Also have security all around him.. so he should have been mass locked like crazy. Nope! Jumps right out and all the time working him down to 10% is lost.

I am not complaining that it is hard fight. I like the challenge, but it is frustrating as hell when the game doesn't follow it's own rules! :mad:

Either remove it for players so we can jump out like the AI does, or fix the AI being able to leave at any moment and have 0 effect of mass disrupted. Even other AI do not mass disrupted each other, only human players.

Being that mass disruption is part of the lore I wish Frontier could fix it so it works the same across the board for human and AI alike.

:rolleyes:

Highwake so you don't get disrupted
 
Npcs highwake, which isn't mass disrupted by other ships.

That has not been true for me. I have selected another system and would still be mass disrupted if still under 3 km of distance from the NPC, I will try it again the next time to make sure sometime has not changed in an update that I am not aware of. But for me it has always been about distance from the enemy ship which it seems like the NPC does not follow the same rule.
 
I had a pirate NPC interdict me from well over 100LS away... game never lets me do that. They can also spam shield cells continuously with no cooldown between uses or heat damage despite never popping or even equipping heatsinks. Though being interdicted exactly 1/2 second after jumping to a new system is my personal favorite.
 
That has not been true for me. I have selected another system and would still be mass disrupted if still under 3 km of distance from the NPC, I will try it again the next time to make sure sometime has not changed in an update that I am not aware of. But for me it has always been about distance from the enemy ship which it seems like the NPC does not follow the same rule.

I can highwake in an eagle from an Anaconda. You're doing it wrong if you're getting mass locked. You have to jump directly to another system, not merely have it targeted. You also don't have to jump to super cruise before jumping to another system.
 
That has not been true for me. I have selected another system and would still be mass disrupted if still under 3 km of distance from the NPC, I will try it again the next time to make sure sometime has not changed in an update that I am not aware of. But for me it has always been about distance from the enemy ship which it seems like the NPC does not follow the same rule.

High wake means jumping to other system. If you are in sol, that means that after high wake you aren't in sol anymore. Mass disruption only works if ship try enter super cruise (in system travel mode). If you use wake scanner to scan npc wake after one run away from you you can see it tells you that npc jumped to other system, if you scan wake and follow the wake you will find the npc in that system. High wake has never been disrupted by other ships, only station or planet can block you from high waking if you are too close to them.
 
I had a pirate NPC interdict me from well over 100LS away... game never lets me do that.

You're ether using a weak Interdictor at a low class/rating and/or you're probably stuck in a gravity well.

I can yank things at 400LS but generally don't like to do so because I'm pretty sure there's a mechanic that makes it easier to yank someone the closer you are.

I can confirm that if you are stuck in a gravity well, you can't interdict for some reason. Especially if the target has cleared the gravity well.

Can't comment on the rest.
 
I had a pirate NPC interdict me from well over 100LS away... game never lets me do that. They can also spam shield cells continuously with no cooldown between uses or heat damage despite never popping or even equipping heatsinks. Though being interdicted exactly 1/2 second after jumping to a new system is my personal favorite.

Interdiction range is based on relative speed, not distance.
 
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