Target at 0% but still manages to jump away

I'm not great at combat, I'll be the first to admit it. But before someone says I should sub-target the FSD, hear me out....

I was fighting a wanted ASP in my Cobra, which for me is a reasonable fight, but I was winning fairly convincingly. Then I detected a surge, or whatever it says, so I knew I only had a few moments to kill it before it jumped away. This has happened to me before, so I know the frustration of losing my prey when it was down to 10% or similar. This time, however, I did get it down to 0%, and a few shots more just to be sure. There is a reasonable pause between the 0% mark and an explosion, and in this time it jumped away! I did not get a reward. Not fair!!

Now I think this is wrong. At 0% any queued jump should immediately be cancelled. Do you agree? Is this a bug to be ticketed or intended behavior? Has anyone else experienced this?
 
I agree with you. Considering your "and a few shots more just to be sure", it surely wasn't at 0.x% but a flat 0% and at that point, it should not be able to jump away.
 
I'm not great at combat, I'll be the first to admit it. But before someone says I should sub-target the FSD, hear me out....

I was fighting a wanted ASP in my Cobra, which for me is a reasonable fight, but I was winning fairly convincingly. Then I detected a surge, or whatever it says, so I knew I only had a few moments to kill it before it jumped away. This has happened to me before, so I know the frustration of losing my prey when it was down to 10% or similar. This time, however, I did get it down to 0%, and a few shots more just to be sure. There is a reasonable pause between the 0% mark and an explosion, and in this time it jumped away! I did not get a reward. Not fair!!

Now I think this is wrong. At 0% any queued jump should immediately be cancelled. Do you agree? Is this a bug to be ticketed or intended behavior? Has anyone else experienced this?

I got a capital ship down to 42% hull, with all three drives on 0% and it jumped away. When it jumped out I saw one of the engines wasn't spitting flame like the other two, so I assume it was being rounded down and was actually 0.1-0.4%, allowing it to escape. Your few shots on 0% probably were not enough.

[video=youtube;DSAcu8_cdZA]https://www.youtube.com/watch?v=DSAcu8_cdZA[/video]
 
I recently had a NPC ship's engine down to zero and he was just floating there 1k away from me. He spooled up his FSD and then I saw a flash, and thought to myself "WTH?" But then I noticed he was still sitting there 1k away...so I ended him and collected my bounty.
 
At 0% any queued jump should immediately be cancelled. Do you agree? Is this a bug to be ticketed or intended behavior? Has anyone else experienced this?

I completely agree with this. Had this thing happen to me several times. First, I was in a Viper shooting a pirate Eagle (as part of an advancement event). I had the little thing down to 0% and continued hammering away with twin C2 multicannons... only to watch is disbelief as the 'crippled' little birdy flew the coop (jumped to FSD). Others since have been more significant, such as a wanted ASP... 0% hull jumping to FSD) etc.

On the flip side, I've been awarded bounties for the oddest reasons. I was in a fight with my Viper against an Anaconda and had a pair of Federal Anaconda's pitching in... or should I say, I joined the battle in progress (^_~). I managed to tag the fully shielded (but damaged) hostile a few times while targeting the power generator before the Feds got in the way. While I was maneuvering to get a better shot... the hostile blew up... and I was awarded a large bounty. I think one of the feds rammed it, but I still shouldn't have been awarded that bounty... going on the last shot gets the kill (unless, of course, mine WAS the last shot and the ram killed it ?!? still kinda dumbfounded about it though).

Had a well shielded and undamaged ASP explode after a few shots from a quad multicannon salvo at the power plant. That shocked me, too.

Been on the reverse of that when an asp interdicted my eagle, demanded cargo (of which I was carrying none) and then unloaded a full salvo of dumbfires and rail guns into my pitiful little bird. KerPOP!
 
fact is, anything below 0% should be simply "burn-time", AKA, theyre dead, no escape, about to explode, and jumping should finish compromising that hull very quickly.

I mean were talking structural integrity has got to be hanging by threads here, duct tape on the hull, the force of being pushed to lightspeed or more should shred the ship across the solar plane.
 
That's nothing. I've had one target jump out on me as it was exploding on me. It stopped, the mini internal explosions started happening and just before the big explosion that tears the ship apart the FSD finished spooling and the blighter jumped!

I was like "No f'n way". At least I know that what came out of that jump on the other end was pieces.
 
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fact is, anything below 0% should be simply "burn-time", AKA, theyre dead, no escape, about to explode, and jumping should finish compromising that hull very quickly.

I mean were talking structural integrity has got to be hanging by threads here, duct tape on the hull, the force of being pushed to lightspeed or more should shred the ship across the solar plane.

Or between 0-1% its a 50-50 if you survive on not.
 
Thanks for all the replies.

I am happy for someone to escape with 1%, might even be me one day. That is fine. But if they are at a reported 0%, they should be dead, end of story. That's what I think is right anyway. So, on this basis I think the game is not quite right. What I am not sure of is if this is a "bug" or "feature"! It is perhaps a grey area...
 
I wouldn't call it a bug or a feature.. I would refer to it as:
"Current implementation"
Which desperately needs: "code protocol to discontinue jump and allow destruction routine"

So in essence.. I believe it to be..
"incomplete code"
 
That's happened to me a few times too but I've also had quite a few kills that left a Low Energy Wake because I killed them, collecting bounty 'n all too, just as the ship made the jump. It's quite funny hearing the "Frame Shift Charge Detected", chasing the pilot as they boost away, cursing the fact that your beam lasers aren't recharging fast enough to let you hit him with all you've got, then seeing the somewhat satisfying explosion, bounty credits notification, FSD flash, debris and FS Wake appear all in pretty much the same split second. If it'd only happened to me once I'd say it was odd but, like I said, I've had it happen quite a few times though. :)

My advise is to keep hitting as hard as you can and/or get weapons that can hit harder (add missiles too if you can!) and make as many of the shots count. It ain't always easy but it's the way the game mechanics work and it's really satisfying when you get these types of kills. Keep at it, you'll enjoy it!
 
I've escaped at 2% hull before. Lowest I've managed. I've also watched someone I was going after trigger their drive at 0% and they exploded and their debris shot off at a super high (though not jump) rate of speed. I got a good laugh out of that one. I've noticed 0% not really meaning 0% all the time so I usually keep pumping shots into them for a few more seconds. I don't see how people can target sub systems. Even with all my weapons on gimbals I take out the hull way faster than any targeted sub system on everything but Anacondas.
 
My solution is to shoot them until they explode, not down to 0% and assume they will soon. But maybe that's just me...
 
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