I feel it is too easy to jump away and other notes about ED

I feel it is too easy for a ship to jump away after I interdict them, and also it seems way too easy for me to jump away when I get into trouble with an enemy ship. Of course, I am in a Viper, so that helps. I am wondering why there is not some type of anti-jump device that can be used on an enemy ship? As well, a ship should be able to counter this as well with the right module.


I hope that ED is still going to have some extra ship modules in the future to add some mix to the ship setups. Far too less in my opinion.

On a side note, I like what I see overall so far. I am hoping there is something more meaningful though given to those who choose to play open online. It is just not 100% from my point of view.

Also wondering about.... in game CR transfers to other players? There has to be something more given to build an interconnected player base based on my gaming experience. I just don't feel I need to go out of my way to meet with any players at the moment.

I am having very little problems with the game overall. It has been stable for me since release. This has been wonderful.

I feel ED has a lot of potential but is not 100% there yet.
 
Wouldn't a Wake scanner and an Interdictor be what you're looking for? Plus, target their FSD so they don't have a way to escape....
 
Wouldn't a Wake scanner and an Interdictor be what you're looking for? Plus, target their FSD so they don't have a way to escape....

Yep, it's your tactics that need to change not the game....the cat and mouse of interdiction would be purely cat if you could prevent your target from jumping away.
If they introduced a jump inhibit module they would, for the sake of balance, need to introduce an inhibiter countermeasure...which would lead us back to where we started
 
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