Need a way to prevent target going to super/hyperdrive

I'm chasing these NPC wanted Cobras and Asps in my Eagle and they all just run away when it gets dicey. I can't follow the Asps because of 1.20 tons jump fuel use limit crap, and the Cobras just go to systems they aren't wanted.

This is pointless. Didn't anyone notice this broken mechanic ?

Add a warp scrambler utility.
 
Nothings broken. You can run, why can't NPC's?

Just target there FSD in the sub targets and knock it out before they jump.

I have lost bounties with 1-2% hull and it is frustrating but thats the game.
 
Combat where its much easier for the loser to retreat and regroup than for the victor to press their advantage is less interesting.

It's not broke, but is a poor choice in a game.
 
I would say maybe 1 in 5 ships successfully escape from me.....

but I am in a sidewinder with the free lasers.

I suspect very few would be able to get away if I were in a more powerful ship so I personally do not see what the issue is.... imo its not broken, and it is important that there is a chance to escape in the game.
 
I'm chasing these NPC wanted Cobras and Asps in my Eagle and they all just run away when it gets dicey. I can't follow the Asps because of 1.20 tons jump fuel use limit crap, and the Cobras just go to systems they aren't wanted.

This is pointless. Didn't anyone notice this broken mechanic ?

Add a warp scrambler utility.
What do you think the game mechanic to be able to target subsystems is for? I give you three guesses and a hint: It has to do with disabling certain subsystems to prevent certain things from happening. Get it? Get it?
 
*sigh* It's not broken. You're just doing it wrong.

You have three ways:

One, destroy their drives. You can target subsystems, there are key shortcuts you can set up, or you can use the left hand panel. With drives destroyed, they go into an unctrolled tumble and can't hyperspace out even though they can charge their FSD

Two, kill their powerplant. This is actually faster on some ships like the Asp, who like to show you their belly/back a lot.

Three, shoot their FSD. If they start charging and you damage their FSD, it has a chance of "shorting out" for a little while. If you take out the FSD, it destroys the ship.

Experience will help you decide which way is best.
 
I'm chasing these NPC wanted Cobras and Asps in my Eagle and they all just run away when it gets dicey. I can't follow the Asps because of 1.20 tons jump fuel use limit crap, and the Cobras just go to systems they aren't wanted.

This is pointless. Didn't anyone notice this broken mechanic ?

Add a warp scrambler utility.

Target their drives, FSD or power pants etc using the targetting subsytem.
 
Beam Lasers x2 (gimballed) multicannons x2 (gimballed) + powerplant targeted even if the ship is at 100% hull (which is impossible) once the plant is at 0% ....POP target destroyed
 
*sigh* It's not broken. You're just doing it wrong.

You have three ways:

One, destroy their drives. You can target subsystems, there are key shortcuts you can set up, or you can use the left hand panel. With drives destroyed, they go into an unctrolled tumble and can't hyperspace out even though they can charge their FSD

Two, kill their powerplant. This is actually faster on some ships like the Asp, who like to show you their belly/back a lot.

Three, shoot their FSD. If they start charging and you damage their FSD, it has a chance of "shorting out" for a little while. If you take out the FSD, it destroys the ship.

Experience will help you decide which way is best.

Agree with you, the OP is complaing about nothing.
I'd add a fourth option to your list - buy better weapons, upgrade your powerplant and distributor, and then you can hit harder and faster. Less ships can run away from me now :)
 
Like everyone said, target the subsystem. I prefer going for the power plant on ships as it causes them to explode instantly once reaching 0%.
 
Combat where its much easier for the loser to retreat and regroup than for the victor to press their advantage is less interesting.

It's not broke, but is a poor choice in a game.

As someone who's not doing much in the way of combat I disagree, combat where I have a chance to get the heck out of dodge makes for a far better game. As others have noted you have methods for preventing jumping out (selective targeting) I have options for making tracks (four pips to engines, boost like crazy until FCD is cooldown and I can jump).

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Agree with you, the OP is complaing about nothing.
I'd add a fourth option to your list - buy better weapons, upgrade your powerplant and distributor, and then you can hit harder and faster. Less ships can run away from me now :)


I counter your upgraded weapons with my upgraded plant, distributor allowing a highly efficient "Brave Sir Robin"
 
Since i upgraded my Viper's weapons no ship have so far been able to flee the wratch of my trigger finger. :) Start with taking out any module that let them flee will ya. When you target a ship cycle with the button you assigned "Y" to (cycle sub targets). Also remember that you have to face where that module most likely is on the ship. For example if you target someones weapons you hit them easier from the front. Happy killin'!
 
In PvP, these aren't really any options. I'm not trying to complain or change anything about the game here, I'm just mentioning this for further discussion.

Depending on what ship you're in (mainly cobra and viper) you can easily submit to a hostile player interdiction, boost away, and warp out within a few seconds. It really doesn't add a whole lot of challenge or suspense or exhilaration to the idea of players going for other players. It makes the interdiction of certain players completely useless. My friend and I have both interdicted player-flown cobras before, and most times they submit, boost away, enter SC like nothing happened. I can always chase them down, but the result would remain the same, so there's no point. The same goes for me, as well. If I had a 2 million credit bounty on my head I'd never worry, because I know I'd always be able to escape.
 
Well, I didn't know you could actually target subsystems, so that would be a solution to my perceived problem.
 
I'm chasing these NPC wanted Cobras and Asps in my Eagle and they all just run away when it gets dicey. I can't follow the Asps because of 1.20 tons jump fuel use limit crap, and the Cobras just go to systems they aren't wanted.

This is pointless. Didn't anyone notice this broken mechanic ?

Add a warp scrambler utility.

change your ship, add a wake scanner and frame shift interdicor and follow them around. Then add a kill warrant scanner and problem solved.

warp inhibitors were talked about in the DDF topics so expect they will arrive at some point (maybe).

also if you have a larger ship get close to them and you can mass lock them and slow down their frame shift drive charge.

One final tip, don't take on the bigger ships with a small ship ��

hope this helps.
 
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Target the ship, hit Y and few times until you're targeting their FSD drive.

I don't like the way they don't have any kind of charging delay using their FSD drives.
 
There's yet another option: Use smaller guns; take more time to whittle them down. Let them think they have a fighting chance against you.
 
warp inhibitors were talked about in the DDF topics so expect they will arrive at some point (maybe).

Hopefully not. They remove all skill and thought from cat and mouse encounters, especially when there is a ship maneuverability difference, just like in EvE. If a tackler comes into range of your big, slow ship and you don't have something to hit them with, you're dead or stuck until they decide to let you go.

In this game, it would suck really hard for traders since even a Sidewinder can do considerable damage to a larger ship. As it is, even big ships can try a few tricks to try and escape, if they have the skill to pull them off.
 
Hopefully not. They remove all skill and thought from cat and mouse encounters, especially when there is a ship maneuverability difference, just like in EvE. If a tackler comes into range of your big, slow ship and you don't have something to hit them with, you're dead or stuck until they decide to let you go.

In this game, it would suck really hard for traders since even a Sidewinder can do considerable damage to a larger ship. As it is, even big ships can try a few tricks to try and escape, if they have the skill to pull them off.

The DDF topic was talking about slowing down rather than stopping the charging of the FSD. Also the smaller ships are limited with the number of weapons and internal slots they have so for a Sidewinder to have this something else would need to be given up.
 
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