NPCs jumping away when I'm right behind themw

To be clear, are you guys NOT targeting the FSD and are just trying to stay close to keep it from jumping?

I always target the FSD first, you really only have to get it down to 70% or so and they will not jump. Since I've started doing this I have not lost a single target to jump.
 
To be clear, are you guys NOT targeting the FSD and are just trying to stay close to keep it from jumping?

I always target the FSD first, you really only have to get it down to 70% or so and they will not jump. Since I've started doing this I have not lost a single target to jump.

I target their FSD, but the moment their hull gets below 50% they run away. I've lost so many bounties today because of NPCs running away...
 
Yep, this has happened to me many times already... combined with the stupid idea to mark cargo as "STOLEN" when you have taken it from a pirate or found it via "unknown signal source" investigation.. I'm continuously getting hit with fines, and my credits for bounties are paying for the fines that I get from the cargo..

Pro Tip: When a pirate drops Palladium, you don't even want to dare scoop that up, because the ridiculous fines that you'll get are gonna send you three steps back in game progression.
 

Sargon

Banned
To be clear, are you guys NOT targeting the FSD and are just trying to stay close to keep it from jumping?

I always target the FSD first, you really only have to get it down to 70% or so and they will not jump. Since I've started doing this I have not lost a single target to jump.

Last night I had their FSD down to 10%, I was right behind them, and I mean RIGHT behind them, yet the ship jumped regardless. Totally indifferent to mass lock. I'm flying a Cobra the other ship was a Sidewinder. Mass lock would have inhibited the human player from spinning up and jumping had the roles been reversed.

If this has been fixed it somehow has unfixed itself.
 
Not only mass having no effect but NPC still fire at you while charging FSD. It is most assuredly broken again.
 
This is happening to me as well. Spent a lot of time at a nav beacon today, plenty of ships escaped despite me being so close I'm having to set low throttle not to ram them, they still jump. I'm targeting their FSD always, they still jump.

Pro Tip: When a pirate drops Palladium, you don't even want to dare scoop that up, because the ridiculous fines that you'll get are gonna send you three steps back in game progression.

Pro-er Tip: When you scoop up stolen cargo take it someplace that stolen cargo is welcome. Like unsanctioned outposts, or anarchy systems. Even platforms/outposts in policed systems almost never have security around them, and a good number of them also have black markets. Just find a black market that is easy to get to, and if you scoop up something valuable (and stolen) take it there instead of a place where there's tons of law.
 
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Happened to me 3 times yesterday! Really annoying. One NPC got out with 1% hull.
I was less than 100m away the whole time from when he started charging his FSD to when he jumped.

Three times I had a ship at 0% and could hear the explosions starting but it still jumped out. Not cool.
 

Sargon

Banned
Has anyone ticketed it? Or you just want to complain about the bug?
I always ticket issues. When I post here it's to touch base with others experiencing the same problems, for them to compare experiences, to help accumulate notes to further comprehend that a particular bug persists. It's not just for the sake of complaining. But why? Do people's postings bother you?
 
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Last night I had their FSD down to 10%, I was right behind them, and I mean RIGHT behind them, yet the ship jumped regardless. Totally indifferent to mass lock. I'm flying a Cobra the other ship was a Sidewinder. Mass lock would have inhibited the human player from spinning up and jumping had the roles been reversed.

If this has been fixed it somehow has unfixed itself.

This exactly.

The Viper might not be a very big ship, but being inches away from the thrusters of an Asp or Federal Dropship would at least slow down the FSD from charging due to mass lock. This isn't happening and I've lost numerous bounties because of it. Targeting their FSD has done nothing for me because once their hull gets below 40% they turn tail and run wasting not only my time but also ammo.

I played with a few friends today who also complained of this. It's amazing to me how some people can come in here and try and dispute the fact that the mass lock of NPCs by players does not work.
 
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Wait what? You can pre-charge your FSD drive?
If you are far away when he starts charging, you may aswell come very close to him afterwards, and indeed slow his charging to a turtle charging speed but he already has for example 98% charged FSD these 2% will take for esxample 10 times more time, but it wont be long anyway.
 
I don't think you can slow the charge time of NPCs. They fixed them not being mass locked by stations etc (debatable though, it still happens), but not other ships I don't think.

They cheat in other ways too, like being more maneuverable than players.
 
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Seems that ever since this started happening to me, I'm making very little money now.
Before I was easily making over 100K in bounties just hanging around Nav Beacons. Now I'm lucky to even see 50,000... NPCs just run away now and there's nothing I can do about it.
From Asps to Vipers to Federal Dropships and Pythons, I target their FSD but it rarely makes a difference. Most of them manage to get away.

Looks like I'll be scrounging the bulletin board again...at least it was fun while it lasted.
 
Three times I had a ship at 0% and could hear the explosions starting but it still jumped out. Not cool.

Yeah, I've had this happen to me twice. Very annoying. When I tracked them down with the wake scanner, both times I found them to suddenly be back at 5% hull.

On a semi-related note, has anyone else had NPCs jump away in impossible ways, i.e. through a star or planet? Several times I've used the wake scanner, only to be told "Can't jump- target obscured".
 
On a semi-related note, has anyone else had NPCs jump away in impossible ways, i.e. through a star or planet? Several times I've used the wake scanner, only to be told "Can't jump- target obscured".

I haven't. However I have noticed some NPCs being able to jump with their hardpoints deployed...something that's impossible for players to do...
So to chalk up what NPCs can do that players cannot:

1. Attack a clean ship for attacking a friendly ship of your faction without becoming wanted
2. Unaffected by mass lock
3. Make a jump with hardpoints deployed
4. Jump with 0% hull and survive
 
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