Escaping under fire?

I am interested to hear what some of you do when you realize it's better to run screaming like a little girl from a fight. (This was me in my Asp yesterday around 22% hull will an Anaconda and a few sidewinders in tow).

I tend to do this:

1. Point away and afterburner

2. After establishing my vector, I burner again and turn of flight assist.

3. Keep burning with pips 4 in engines and 2 in shields until I can frameshift.

Thoughts?
 
Pretty much that, but add some barrel rolling, some use of horizontal thrusters and chaff spamming.

Oh, and pop into SC rather than full jump out. Much quicker, doesn't require you to align vectors before jumping and it forces the opponent to choose between shooting and charging their FSD to follow. Once in SC, turn wildly and immediately drop down again into normal space then jump to a nearby system.
 
Pretty much that, but add some barrel rolling, some use of horizontal thrusters and chaff spamming.

Oh, and pop into SC rather than full jump out. Much quicker, doesn't require you to align vectors before jumping and it forces the opponent to choose between shooting and charging their FSD to follow. Once in SC, turn wildly and immediately drop down again into normal space then jump to a nearby system.

I do the same.
 
Pretty much that, but add some barrel rolling, some use of horizontal thrusters and chaff spamming.

Oh, and pop into SC rather than full jump out. Much quicker, doesn't require you to align vectors before jumping and it forces the opponent to choose between shooting and charging their FSD to follow. Once in SC, turn wildly and immediately drop down again into normal space then jump to a nearby system.

+1 That's useful information. Looks like penguins really can fly :).
 
Once you're about 4-5k, and in a Cobra, hit silent running for about 20 seconds or how ever much you can afford to. That should take you right out of sensors for a bit. It worked on hunter missiles fired from an NPC when I was 4k away. The missiles just stopped tracking me.
 
Pretty much that, but add some barrel rolling, some use of horizontal thrusters and chaff spamming.

Oh, and pop into SC rather than full jump out. Much quicker, doesn't require you to align vectors before jumping and it forces the opponent to choose between shooting and charging their FSD to follow. Once in SC, turn wildly and immediately drop down again into normal space then jump to a nearby system.

+1 - Great advice - took the words right out of my mouth!
 
I am interested to hear what some of you do when you realize it's better to run screaming like a little girl from a fight. (This was me in my Asp yesterday around 22% hull will an Anaconda and a few sidewinders in tow).

I tend to do this:

1. Point away and afterburner

2. After establishing my vector, I burner again and turn of flight assist.

3. Keep burning with pips 4 in engines and 2 in shields until I can frameshift.

Thoughts?

Add an heatsink and you're gold.

Boost + FA off + silent running + heatsink to escape when your shields are already gone saved me a couple of time.
 
I pull a "they're moving in to attack!" maneuver. Basically like this:

1. Turn *towards* the pursuing ship/group.
2. When close, boost under/over it
3. Full power to engines
4. Boost some more
5. Supercruise out because by the time they turn, you're clear.

In case you just can't pull that off (multiple pursuers from different vectors), use a "corkscrew maneuver" - while boosting away, continuously roll while applying vertical thrusters. Makes it real hard to keep you in their reticles.
 
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Jex =TE=

Banned
Some times it's better to escape flying at them as you can gain a gap to escape while they turn around after you have passed.

Otherwise known as....

Blow through: Directive/informative call that indicates aircraft will continue straight ahead at the merge and not turn with target/targets.

;)
 
I jump to as far a system as I can. I have an A rating FSD and the pursuer may not.

This isn't necessarily reliable in a trading craft, as you will often be burdened down with Cargo.

An alternative is to just jump to the nearest system and then immediately jump to a second, then third, and a fourth if necessary. The time taken to scan the wake each jump should give you a progressively bigger lead each jump, if they can find you and the right wake after the first jump at all.
 
Just out of curiosity, why are you turning FA off? Is it to maintain a roll? Previously it was an obvious tactic as you could maintain top speed and shift pips to shields, but the devs have since fixed that (annoyingly, it was a good tactic!)
 
Just out of curiosity, why are you turning FA off? Is it to maintain a roll? Previously it was an obvious tactic as you could maintain top speed and shift pips to shields, but the devs have since fixed that (annoyingly, it was a good tactic!)


You can be moving away from them and still shooting, just like before. The change just means you will slow to non-boost speed.
 
Just out of curiosity, why are you turning FA off? Is it to maintain a roll? Previously it was an obvious tactic as you could maintain top speed and shift pips to shields, but the devs have since fixed that (annoyingly, it was a good tactic!)

It lower your ship temperature in a straight line because you can keep a 4 pipe speed w/o having to apply throttle. ( It's very effective if you fly away in silent running) If i'm not mistaking, it's also possible to keep a boost speed if you shut off your trusters just after boosting.
 
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