Topic: Revert no locking ability on Molecular Protection on TP´s pls.
I would like to suggest to revert the ability to not being able to lock targets on molecular protection, after jumping thru teleports, like it use to be.
It has become a very silly habit of jumping thru Beta teleports and not fear any offense, as it is totaly impossible to lock any targets, after they come out of molecular protection and are back in the vicinity of the teleport. This results, that players just keep jumping back and forward, this can go on for hours, until on party is either tierd, or the server disconnects / crashes on everone. (as happend yesterday again).
The old system was good as it was imo. You have your molecular protection, but within that time your opponent can at least lock you and you have the adrenalin, If you can reach the teleport to jump, before you would go down.
Same if you are on hostile grounds and don´t now what is waiting for you on the otherside. It sort off added a bit to the thrill and suspence when jumping. But nowadays, you can just wait and jump somewhere else, never having to take the consequences of maljudgements by yourself or your fleetcomand.
#Bad Robot
#RSI Star Citizen: REMEDY