So I should let him get close and a mass lock instead? Or go for a cross-system jump and even more time to get me in close?
I mean, dude, even with chaff -- if I even fire it in time -- under 5 seconds to take down my shields if he's under 1km. At 2km+, he is not hitting me remotely as much, and I get maybe 15s. It's not long enough to cool down and jump again if I don't submit to interdiction, but it's a good start and close to being able to jump if I do submit and immediately boost after interdiction.
I cannot afford another insurance claim with anything but an Asp or Vulture now. Pythons are now too expensive.
First thing put 'Git gud' out of your mind and try to take this as friendly advice.
You are flying a Python - Here is basic cargo build that is impossible to die in unless you are closing your eyes,shutting down shields and counting to 10, you can reconfigure it for mining quite easily. Also keep in mind I have posted videos of trade builds with far less shielding that can survive for
minutes against Elite rank ships.
https://coriolis.io/outfit/python/0...20201.Iw18eQ==.AwiMI4CYcvKA?bn=Trading Python
You don't need weapons in the above build, I'd personally put missiles and a torp launcher for some fun, most would suggest mines for a hassle free interdiction.
Here are the very basics.
ALWAYS keep 4 PIPS in SYS unless you are in full control of the situation and are experienced enough to start moving them around to get a tactical advantage.
1. If you see one of those annoying messages 'Tasty cargo.. Blah blah' Throttle back, drop into normal space, line up with your destination and jump.
2.
If you are interdicted - throttle back, 4 PIPS in SYS, lock another system, maneuver towards the attacker, use additional thrusters to vary the maneuvering curve and make yourself a harder target. Boost
towards the attacker, as soon as you pass him, repeat the maneuver, line up, boost
towards the attacker. The aim is to spend as little time as possible directly in its gunsights, and force him to keep moving. The entire time you are doing this your cool down is running & your FSD should be charging for a high wake (No Mass lock).
3.
Low waking because you are near to your destination - If you are mass locked (Inhibition factor)and don't want to jump to another system, you'll need to make a judgment call. If you have got the hang of boosting past the target with 4 pips, you can hang around long enough to deal with the slower FSD charge, the cops will normally turn up to assist. Only take that option if you are in control, an extra minute of performing a high wake and flying back is better than an insurance screen.
The most important thing is to not give the NPC too much distance, you become an easy target. Only incredibly fast ships can survive purely on running, even then they need to Keep 4 PIPS in SYS, combine that with lateral and vertical thrust until they are out of weapons range.
A trick I learnt with mining (I always drop out well away from the main RES sites) I'll drop early, guaranteed the game will still spawn a ship nearby. I enter silent running and boost off over the top of the ring, shutdown systems to ice the ship up, disable silent running and cruise along the top of the rings with FA-OFF, at this point the AI is unable to resolve my contact, I startup the systems and dive into rings, can spend hours mining with no hassle.