Need a way to prevent target going to super/hyperdrive

Yes it is frustrating to see the NPC escape with 1% hull but I don't think it is "broken".
As others have suggested, currently you can target FSD to disable their jump ability, or target power plant to make them explode themselves etc.

In an Eagle, you really don't have much choices as it is a very small ship. Even if FD eventually invent some equipment for you to temporary stop / slow down the target's FSD charge time, the Eagle is probably still doesn't have enough slots to fit them in together with all the bounty hunting equipment.

For me as I've hunt in an Eagle for some time, I've learnt to just let go. It is frustrating and money wasting ( if you are using projectile weapons ) but it's the life of a bounty hunter. There are good times and bad times for each of the career path and NPC escaped is, for me, just an unfortunate set back but I'll just shrug ( maybe one or two fouls? ) and move on. To the bright side, you are still alive after a fight :D
 
Whilst I don't agree with the OP about blocking escape (devices to slow it would be ok), I logged a support call for a bug related to this.
.
Scenario:
Locate a wanted ship and k-warrant scan it
Attack
Ship jumps to system where he is not wanted
Follow ship using Wake Scanner
Ship is no longer "red" / "hostile" upon arrival
Finish off ship
.
Problem:
No bounty paid
.
Given that I k-warrant scanned the ship, I should have got the bounty from the original system where he was wanted. So I perceived this as a bug. I would assume that the scan didn't persist between systems which is a bit daft.
 
Have to wonder what OP does when it gets dicey in combat. Just hangs around and waits to die yes?

Anyway as mentioned, target components, or buy a wake scanner and follow them into super-cruise.
 
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Antigonos

Banned
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.


easy: get better weapons, target you evenmies FSD drive. There you have your scrambler already built in! And if its a worthy vessel, wake scan it and follow it in another instance for another try!

its all there, USE IT!

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Target their drives, FSD or power pants etc using the targetting subsytem.

man you should see my power pants!
 
I would say the FSD interference is bugged for AI. I remember flying Sidewinder and being ambushed by Cobra and it took me almost 30 seconds to charge. This time, I was flying the Cobra and ambushing NPC Sidewinder, and he was able to spool his FSD in under 10 seconds.

So something fishy is going on here with the NPCs.
 
when flying close to another ship in prev versions you mass locked it hence in a tight close dogfight it couldnt jump this has changed
 
when flying close to another ship in prev versions you mass locked it hence in a tight close dogfight it couldnt jump this has changed

I'm not online to check right now but I think this is still in for the bigger ships, just not the cobra and smaller ones.
 
Having a FrameShift Drive Interdictor also seems to make charging FSD much slower (As long as you're in the 3 km range). At least it works this way when NPCs have a FSD Interdictor; but NPC sometimes play with different rules... But it seems to work
 
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