Okey, before you think "small ships should not have the advantage against bigger ships" and stuff like that. Read my post carefully, 'cause it is not about that.
So I was getting interdicted by a group of three players (power play related). I dodged the first interdiction and accepted the second. Be aware, I am piloting a Courier. Behind me appeared a Clipper, I deployed my hardpoints and accepted the fight.
My Courier was fully outfitted and had an allround loadout. One C2F beam laser plus 2 C2G multicannons. The clipper tried to hit me with his gimballed pulse lasers. No chance against my chaff launchers. After I got close enough, I was able to outmanouver him and stayed out of sight but apparently he was still able to hit me with a 90 - 135 degree angle. Now how is this possible? I assume it is ping related and it absolutely makes no fun if you are nearly directly behind your target, seeing him shooting in the void and you still recieve damage. And no, no other ships were nearby.
In addition, NPCs will start teleporting around if more than one player is in the same location (RES, military strike, whatever)
So first annoying thing is ping. Maybe the instance system should try to place local palyers together (EU with EU instead of Asia with America or earth and moon).
Secondly, big ships and small ships and the mass lock. It is pathetic enough that a ship that is actually lighter than another one is able to masslock it and not the other way round. For example. A dropship is known to be super heavy and weights over 1000 tonnes. This ship was not able to masslock a conda which was only around 800 tonnes heavy.
By calculating the masslock with the actual mass, things like that wouldn't be possible and obviously not confusing.
And now to my little case from just now: I defeated the clipper but ofcourse he would run and immediately jump away. This is just a chicken playstyle like "Oooh fear me in my big ship - oh no, I am too unskilled for you, ruuuun!". Argh.
So to make the defeated one actually lose something I would suggest a new module. For example some technical EMP. It can be deployed and (depending on class seize and rating, etc.) will disable or disturb modules like sensors, turreted weapons as well as gimballed and FSDs or the HUD itself, etc. etc. Note: It also disturbs own modules. It has an AoE (area of effect) signal that involves all objects.
But first some kind of deplayable FSD scrambler would be nice so smaller ships have a chance to deal the final killing blow to big ships if they really fail against one C2F beam laser.
Conclusion:
Ping issues
Small ship need to chance to deal the killing blow to big ships
Have a nice day :]
EDIT: Oh and FSD interdictions are very bugged. Quite often I experience two escape vectors or a sudden change in direction.
So I was getting interdicted by a group of three players (power play related). I dodged the first interdiction and accepted the second. Be aware, I am piloting a Courier. Behind me appeared a Clipper, I deployed my hardpoints and accepted the fight.
My Courier was fully outfitted and had an allround loadout. One C2F beam laser plus 2 C2G multicannons. The clipper tried to hit me with his gimballed pulse lasers. No chance against my chaff launchers. After I got close enough, I was able to outmanouver him and stayed out of sight but apparently he was still able to hit me with a 90 - 135 degree angle. Now how is this possible? I assume it is ping related and it absolutely makes no fun if you are nearly directly behind your target, seeing him shooting in the void and you still recieve damage. And no, no other ships were nearby.
In addition, NPCs will start teleporting around if more than one player is in the same location (RES, military strike, whatever)
So first annoying thing is ping. Maybe the instance system should try to place local palyers together (EU with EU instead of Asia with America or earth and moon).
Secondly, big ships and small ships and the mass lock. It is pathetic enough that a ship that is actually lighter than another one is able to masslock it and not the other way round. For example. A dropship is known to be super heavy and weights over 1000 tonnes. This ship was not able to masslock a conda which was only around 800 tonnes heavy.
By calculating the masslock with the actual mass, things like that wouldn't be possible and obviously not confusing.
And now to my little case from just now: I defeated the clipper but ofcourse he would run and immediately jump away. This is just a chicken playstyle like "Oooh fear me in my big ship - oh no, I am too unskilled for you, ruuuun!". Argh.
So to make the defeated one actually lose something I would suggest a new module. For example some technical EMP. It can be deployed and (depending on class seize and rating, etc.) will disable or disturb modules like sensors, turreted weapons as well as gimballed and FSDs or the HUD itself, etc. etc. Note: It also disturbs own modules. It has an AoE (area of effect) signal that involves all objects.
But first some kind of deplayable FSD scrambler would be nice so smaller ships have a chance to deal the final killing blow to big ships if they really fail against one C2F beam laser.
Conclusion:
Ping issues
Small ship need to chance to deal the killing blow to big ships
Have a nice day :]
EDIT: Oh and FSD interdictions are very bugged. Quite often I experience two escape vectors or a sudden change in direction.
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