Then you left the fight, leave the system, don't engage that person on any character for 4 hours, and preferably change the character that "fled". Just use engine kill, it saves your thruster a lot more.
Quote: 5.6 If a player engages cruise engine or docks during a PvP fight, this player is considered fleeing. The fleeing player must leave and may not re-enter the system where the fight took place with any of the characters on his/her account(s) while the enemy (player or players involved in the fight) remains in the system, but no more than 4 hours.
That right there covers it. The first player to hit cruise is considered fleeing. It doesn't matter if you're trying to escape, or catch up to someone, if you're the first one to engage your cruise engines, you're out of the fight. If your target hits cruise to get away from you, the you can cruise to chase them, but you can't cruise to catch up to someone fleeing on thrusters only.
I've seen soooo many people use thrusters to force an enemy cap to engage cruise, just so they could get them out of the system. This rule really needs some refining.
The problem here is that thrusters arent counted as disengaging/fleeing, even when you go out to extreme distances (3-4k from the enemy, outside of max weapon range).
It allows the fighters/bombers to easily hit and run, and shield run, when the capship is helpless without 'breaking the rules' to catch up.
Tenacity, if they go 3-4k away then come back over and over again, screenshot it and report it for shieldrunning. However, a capship is supposed to be slower than a fighter, and using cruise to get around that is against the rules.
I believe shield running is also against rules. Generally, if a cap is chasing a fighter and the fighter leaves weapon range (and keeps going away), I'd allow a cruise to catch me.
' Wrote:I believe shield running is also against rules. Generally, if a cap is chasing a fighter and the fighter leaves weapon range (and keeps going away), I'd allow a cruise to catch me.
Yeah, if they keep going away then they are fleeing and you can pursue. Don't do that before ~5-6k though.
Well, I was the one fleeing with afterburner (a cheetah), and the three guys after me cruised to catch up, at least one hit engine kill and fired, then it was cat and mouse. I finally sun dove (I could have gotten away completely but was heavily damaged and didn't want a server crash to leave me that way), they were still chasing me but were out of gun range.
Here's the issue, if someone flees you can chase to reengage, right? So does the pursuer have to wait until the pursuee is a certain distance away to hit cruise, or if it's afterburner and yours runs out can you hit cruise right then and there?
Also, if you are chasing someone to catch and reengage, but are behind them and out of weaps range and they sundive does that count as a pvp death?
' Wrote:Yeah, if they keep going away then they are fleeing and you can pursue. Don't do that before ~5-6k though.
I do that when they get 500m more then my guns range when in BB. And up to 1500m when in fighter.
Since most of Corsair GBs, when in packs of 2 or 3, just go to 5k, wait till their shields fully come up and
then come back in fight. I see that as shield running.
I still think the rule needs to be changed. You should only be considered 'fleeing' if you dock with a base, use a jump hole/jump gate, or get more than 5000m from the enemy.
The only reason this zero-tolerance cruising rule was made in the first place is because people were using it to shield run or dock for repairs/ammunition, yet it completely cut out using cruise engines as a valid tactic in combat. They take several seconds to charge, they leave your weapons un-usable, there are already enough disadvantages applied by engaging/using cruise mode to make it limited in combat.