Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
⠀⠀⢀⣀⣀⣀⣤⣤⣤⣀⣀⣀⣀⣀⣀⣿⣿⣿⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠘⠛⠛⢻⣿⣿⠿⢻⣿⣿⣿⣿⣿⣿⣿⣿⡿⣷⣤⣤⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠹⣿⣿⣄⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⡈⠉⠁⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⢺⣿⣿⣿⡿⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣦⣄⣀⣠⣤⡄⠀
⠀⠀⠀⠀⠀⠀⠀⠈⠉⠉⠀⠀⢻⣿⣿⣿⣿⣿⣿⠁⣉⣽⣿⣿⡿⢿⣿⣿⡷⠂
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣏⠉⠁⠀⠈⠁⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⣿⣿⣿⣿⣿⣿⣯⠛⠁⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⣾⠿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⠀⠀⠀
Is there an option to have a player who is using the Frame Shift Drive drop out of frame shift when approaching an enemy?
In my testing it looks like the enemydetection is at the initiation of the jump, rather than during it, meaning that you could approach an enemy at 1km/s and continue circling/firing at them, which would give you a big maneuverability boost, while they wouldn't be able to activate their FSD.