Ah, I see the git gud brigade has arrived.
I haven't lost an interdiction with my type 9 with NPC , commanders is a different ball game .Disagreeing with your point is NOT missing it.
You have several ways to counter interdiction, some before it happens, some after. A successful interdiction is far from a death sentence- and a successful interdiction has never been easier to avoid.
The fact you disagree shows how inept you are at utilizing what's already available in game. It's literally that simple.
My shieldless type 9 can survive more than 80% of interdictions- if you cant do the same in other ships, there's an issue there on your end.
The other aspect of this is....why is it a module?
All ships have a hull mass, mass lock factor along with interdictors having grades and engineering. Why not fiddle with that and create a ratio that sets the parameters for the tug of war?
Mass lock factor (or total hull mass) could act in the defenders favor if the attacker has a smaller ship (which can compensate with a higher grade interdictor). You also in parallel make interdictors very power hungry.
So for our T-9 it would take a larger vessel to dominate it out of SC, or a smaller one with a energy sapping interdictor.
All the Imperial ships are ideal runawaysClipper would be my go-to. Decent cargo space, fast, and can beat interdictions. Had some fun with a griefer some months ago, taunting them in my Clipper and beating their interdictions.
However, i say bring back the Energy Bomb. Sure, griefers would love it too, but it would certainly make interdicting people a much more thrilling experience! After all, its called Elite Dangerous not Elite Safety.
Although I agree with you in that these numbers (excuse the pun) exist in a vacuum and relate to little, FD can and should use them for interdiction calculations. Each ship has them currently and its then reworking a formula to plug them in. If done right (and since only one ship can interdict at a time) it would achieve whats outlined IMO.It would help if MLF was based on actual mass. Looking at you Type 9.
Holy crap, I didn't realize (before looking at the suggestions forum) it brought a whole army of newly registered minions and spam bots with it. Gankers must be getting desperate.I see the git gud brigade has arrived.
Cutter's not a transport ship though? That's multirole?A Cutter thats well armoured, has decent shields is very survivable, not to mention age old HW techniques (and proper defensive flying). Plus what about wings with someone flying a combat vessel?
In ED any ship can do almost anything so for me there is no real distinction. Look at PP, a great many people use Cutters because they are survivable and can haul the amounts required.Cutter's not a transport ship though? That's multirole?
Only transports I know of are Hauler, T6, T7, T9, with Keelback and T10 being combat transports.
It's not about surviving the interdiction. I can do that perfectly well.Disagreeing with your point is NOT missing it.
You have several ways to counter interdiction, some before it happens, some after. A successful interdiction is far from a death sentence- and a successful interdiction has never been easier to avoid.
The fact you disagree shows how inept you are at utilizing what's already available in game. It's literally that simple.
My shieldless type 9 can survive more than 80% of interdictions- if you cant do the same in other ships, there's an issue there on your end.
But that kinda goes back to what Rootsrat was saying right? If the cutter is the go-to for hauling for it's survivability (because it's designed as a multipurpose ship), then what's the point of a T9 or T10? Like, if it's infeasible to fit a T9 as a hauler because it's too chonky and slow, and so the only way to survive is to carry less than a Python's load and fit everything else with defences... that sounds like some bad design.In ED any ship can do almost anything so for me there is no real distinction. Look at PP, a great many people use Cutters because they are survivable and can haul the amounts required.
I'm not so sure it did make avoiding interdiction easier. Most interdictions happen during the last few seconds before arriving where you're slowing due to gravity well and they're behind you so faster than you plus they're not trying to hit that magical can drop speed just tag you and ruin your approach. SCO is a big initial boost and then for most ships a long coast phase and that's the phase you're usually caught. There's some small interaction with the durations before NPCs jump you but it's also not good for short distances so I'm not sure I actually see a practical difference. There is a more notable pvp effect if they were waiting at the star and not near a port but both sides can boost there.Just to add regarding SCO - this is did make avoiding getting interdicted at all easier, yes. But it also made poatitioning yourself for the interdiction easier.
One tip I can give you for that stage is - if the station happens to be orbiting a landable planet - try and get into Orbital Cruise. You are immune to interdiction there. From OC to can plan your approach to the station better, use the SCO in the right moment to get yourself closer and drop.I'm not so sure it did make avoiding interdiction easier. Most interdictions happen during the last few seconds before arriving where you're slowing due to gravity well and they're behind you so faster than you plus they're not trying to hit that magical can drop speed just tag you and ruin your approach. SCO is a big initial boost and then for most ships a long coast phase and that's the phase you're usually caught. There's some small interaction with the durations before NPCs jump you but it's also not good for short distances so I'm not sure I actually see a practical difference. There is a more notable pvp effect if they were waiting at the star and not near a port but both sides can boost there.
Do you sail an oil tanker into a battle without escorts? Of course not. Same holds true for ED, where you either swap ships or get someone to help- if the place is hot you plan for that, rather than fly in and grumble when it goes wrong.But that kinda goes back to what Rootsrat was saying right? If the cutter is the go-to for hauling for it's survivability (because it's designed as a multipurpose ship), then what's the point of a T9 or T10? Like, if it's infeasible to fit a T9 as a hauler because it's too chonky and slow, and so the only way to survive is to carry less than a Python's load and fit everything else with defences... that sounds like some bad design.
I know the tricks I just don't think that SCO has had a significant effect. I'll usually get picked up 10-30mm from the station which is often still too far for orbital cruise and gravity well stuff. Once it starts you lose control of your ship so you can spin but you can't redirect or drop into your destination.One tip I can give you for that stage is - if the station happens to be orbiting a landable planet - try and get into Orbital Cruise. You are immune to interdiction there. From OC to can plan your approach to the station better, use the SCO in the right moment to get yourself closer and drop.
Because camping sucks more and it was a well meaning attempt a a viable alternative to camping.If the SC interdiction mini game is unbalanced, why not remove it and have the attackers hang around system entry points and stations to try and intercept targets there
Station drop zones were much larger but were shrunk because traders got annoyed at the travel time to the station.If the SC interdiction mini game is unbalanced, why not remove it and have the attackers hang around system entry points and stations to try and intercept targets there? The haulers get a chance to survive and there is a risk to the attacker.
Yeah I think certain people are just bad at the game.
Submit and highwake, it’s that simple.
You have several ways to counter interdiction, some before it happens, some after. A successful interdiction is far from a death sentence- and a successful interdiction has never been easier to avoid.
My shieldless type 9 can survive more than 80% of interdictions- if you cant do the same in other ships, there's an issue there on your end.
The general consensus is to submit as you ain't going to win against a commander . Why ? Shouldn't you have a least an equal chance of winning ?
I know the tricks I just don't think that SCO has had a significant effect. I'll usually get picked up 10-30mm from the station which is often still too far for orbital cruise and gravity well stuff. Once it starts you lose control of your ship so you can spin but you can't redirect or drop into your destination.
My main complaint with interdiction is that the vast majority of the time by the time you've won you're now pointing the wrong direction 3ls away from the station. You win the mini game and you're penalised for it by having to now wrangle a whale around for another approach. Interdictions are a well meaning idea but how they are implemented is obnoxious.
Unfortunately it appears that a lot of the supercruise mechanics were designed to enable interdictions.
If the SC interdiction mini game is unbalanced, why not remove it and have the attackers hang around system entry points and stations to try and intercept targets there? The haulers get a chance to survive and there is a risk to the attacker.
Station drop zones were much larger but were shrunk because traders got annoyed at the travel time to the station.