Horizons Leaving game before ship destroyed

It was warned well in advance that AI was getting more deadly for 2.1 by SJA, so the info was there for any that wanted to listen (as well as 2.1 beta feedback). No I use the conda or cutter for trading, I have used the T9 for trading in the early stages of the game and its a ship I like a lot for its looks etc. A number of experienced Cmdr`s have reported using the T9 without issue in 2.1 but I`ll let them speak for themselves, I guess it comes down to the competency of the Cmdr himself, which is nearly always the case. Also the same Cmdrs never mentioned bugged interdictions and I can't see why such bugs would not affect the conda on its travels. Still does not take from the fact that repeated logging off is a poor form of gameplay and also it is now very important to plan ahead, to have the right ship and fit for the job as well as an evasion tactic if needed instead of flying around sheepishly hoping for the best and pulling the plug when things get hairy.

The only successful post-2.1 Type9 build I've seen that can survive a failed interdiction from a high-level NPC was a video where the T9 was loaded with 3 X Class 2 mine launchers, and the pursuing NPC Python kept flying into the mines he dropped over and over until it blew up. That tactic MIGHT have helped me against a larger ship but the Elite Viper that took out my T9's engines wouldn't have cared about the mines. I also suspect that FD will tweak the AI so that you can't just drop mines over and over and expect them to fly into them without any evasion efforts so I don't think the mine trick will work for very long.
I see it as a challenge myself and I DO plan on trying to get back into my T9 eventually to see if I can make a build work, but after losing two T9's shortly after 2.1 launched it just isn't worth it for me right now when I can make 2/3 of the profits and some extra cash/mats from gunning down interdicting NPCs in my Python. The problem though at the moment is for players who only have a T7 or T9 as their main ship and can't fight back or evade interdictions.
 
If you submit, no one is spinning.

You won't spin but the AI interdictor will spin, that is my understanding. A result you have a head start on your escape. When I interdict an opponent both will spin even on winning the mini game if they don't submit.
 
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The only successful post-2.1 Type9 build I've seen that can survive a failed interdiction from a high-level NPC was a video where the T9 was loaded with 3 X Class 2 mine launchers, and the pursuing NPC Python kept flying into the mines he dropped over and over until it blew up. That tactic MIGHT have helped me against a larger ship but the Elite Viper that took out my T9's engines wouldn't have cared about the mines. I also suspect that FD will tweak the AI so that you can't just drop mines over and over and expect them to fly into them without any evasion efforts so I don't think the mine trick will work for very long.
I see it as a challenge myself and I DO plan on trying to get back into my T9 eventually to see if I can make a build work, but after losing two T9's shortly after 2.1 launched it just isn't worth it for me right now when I can make 2/3 of the profits and some extra cash/mats from gunning down interdicting NPCs in my Python. The problem though at the moment is for players who only have a T7 or T9 as their main ship and can't fight back or evade interdictions.

But why fail the minigame, just submit, boost and jump. This is the issue and it's quite simple, mines are another advantage. Cmdr 777 Driver has posted multiple times that he has no issues with his T9 in 2.1, I think its equipped with 6A shields and boosters so it not impossible.
 
I knew that I'd get some critical comments but this post has proved a wealth of information to anybody who reads it.
Unless they already know it all. I certainly don't. In my 70 years of life, a short term memory problem keeps me going back to information like this.

So once again, Thanks guys.
 
I knew that I'd get some critical comments but this post has proved a wealth of information to anybody who reads it.
Unless they already know it all. I certainly don't. In my 70 years of life, a short term memory problem keeps me going back to information like this.

So once again, Thanks guys.

Well I do apologise as my initial comments were harsh in light of your circumstances. The problem is the weariness from the constant threads crying about overpowered AI. Advice is offered with the best of intentions but it is ignored or dismissed as a "get gud" post, so for people such as that I have very little sympathy. The solution is so simple if Cmdr`s are willing to take it on board.
 
One of the problems of a brain disease! Fingers have to wait for the mind to catch up. Been like that all my life.

Captain Kremmen: Thanks for that.

No problem!

Just remember, it's all in the preparation. You need to set things up before the interdiction is even a threat, so you have less to do during the hostile threat situation.


Set the route properly, by using the "route plot" icon in the Galaxy Map.

It's usually possible to set a route through your destination system to an "escape" system, instead of terminating at the system you want to get to. That can be done while docked, at your leisure, before you even launch (see video).


Set pips properly, in advance, before you make the first jump. In supercruise, you don't get any in-flight advantage from "pips" to ENG, so get 'em into SYS before you begin your trip.


When escaping a hostile ship, once you're all aligned and charging for jump, feel free to fire off chaff and heatsinks... to give the NPC a pretty confetti and fireworks display as you wave him goodbye. :)
 
But why fail the minigame, just submit, boost and jump. This is the issue and it's quite simple, mines are another advantage. Cmdr 777 Driver has posted multiple times that he has no issues with his T9 in 2.1, I think its equipped with 6A shields and boosters so it not impossible.

That is what I've been telling you the entire time, the interdiction minigame is bugged so at a certain frequency even when you submit immediately you still "fail" and end up spinning around for several seconds with a long-recharge on your FSD. This is enough time for an Elite FAS to absolutely demolish a T9 in 2.1. Even an Elite NPC Viper managed to take out my thrusters and I couldn't repair them in time (I had an AFMU installed) to get away, even after the cops showed up he was still picking me apart and eventually blew me up. Like I said it isn't something that you encounter often in more maneuverable ships because I think it occurs when the escape vector spawn immediately behind your ship for some reason and in a T9 you can't maneuver fast enough to avoid the insta-fail in those cases. Happened to me twice in 20 interdictions in my T9 in 2.1 and has happened to many others as well, but has only happened once in my Python so far. And 6A shields is a no-go in a T9, if you can't make a viable build with 5A shields that defeats the entire purpose of a T9. Better at that point to just skip the T9 altogether and wait for a trade python or trade conda. The T9 has now fallen back into the role the T7 was stuck in where it needs large pads and needs to use almost all of its cargo capacity to be viable vs. the medium-sized traders, but T9s can't survive in the post-2.1 environment. I mean sure, you could put A8 shields on a T9, military alloys, full set of mine launchers but then you're not hauling much more than a Python, and restricting yourself to large pads. What's the point? The T6/T7/T9 ships need to be viable as trading ships from a basic risk/reward perspective or a large part of the game experience is lost to players.

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But why fail the minigame, just submit, boost and jump. This is the issue and it's quite simple, mines are another advantage. Cmdr 777 Driver has posted multiple times that he has no issues with his T9 in 2.1, I think its equipped with 6A shields and boosters so it not impossible.

That is what I've been telling you the entire time, the interdiction minigame is bugged so at a certain frequency even when you submit immediately you still "fail" and end up spinning around for several seconds with a long-recharge on your FSD. This is enough time for an Elite FAS to absolutely demolish a T9 in 2.1. Even an Elite NPC Viper managed to take out my thrusters and I couldn't repair them in time (I had an AFMU installed) to get away, even after the cops showed up he was still picking me apart and eventually blew me up. Like I said it isn't something that you encounter often in more maneuverable ships because I think it occurs when the escape vector spawn immediately behind your ship for some reason and in a T9 you can't maneuver fast enough to avoid the insta-fail in those cases. Happened to me twice in 20 interdictions in my T9 in 2.1 and has happened to many others as well, but has only happened once in my Python so far. And 6A shields is a no-go in a T9, if you can't make a viable build with 5A shields that defeats the entire purpose of a T9. Better at that point to just skip the T9 altogether and wait for a trade python or trade conda. The T9 has now fallen back into the role the T7 was stuck in where it needs large pads and needs to use almost all of its cargo capacity to be viable vs. the medium-sized traders, but T9s can't survive in the post-2.1 environment. I mean sure, you could put A8 shields on a T9, military alloys, full set of mine launchers but then you're not hauling much more than a Python, and restricting yourself to large pads. What's the point? The T6/T7/T9 ships need to be viable as trading ships from a basic risk/reward perspective or a large part of the game experience is lost to players.
 
I've noticed that NPCs will frequently target thrusters if you try to escape these days. Once they're gone there isn't much hope for survival in combat.

After spending hours in a RES and a stray shot accidentally hits one of the cops I've been HELPING and they all turn on me at once, I am not getting my Conda taken down by those ungrateful wretches!
 
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That is what I've been telling you the entire time, the interdiction minigame is bugged so at a certain frequency even when you submit immediately you still "fail" and end up spinning around for several seconds with a long-recharge on your FSD.

I use an analogue throttle, in "full-range" mode. I pull it all the way back to reverse upon interdiction.

And, in 18 months, I have not once ever had an interdiction "fail" even though I was submitting.


I have to wonder if people who have this issue are perhaps suffering from throttle "jitter", and are using forward only" mode. Possibly with minimal or no dead zone to mask the jitter.
 
I have to wonder if people who have this issue are perhaps suffering from throttle "jitter", and are using forward only" mode. Possibly with minimal or no dead zone to mask the jitter.
In that case: push the button for flying backwards when being interdicted. And don't forget to get back into forward mode when dropping into non-SC-space.

Edit: and of course increase the throttle's deadzone to prevent this situation from occurring again.
 
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I use an analogue throttle, in "full-range" mode. I pull it all the way back to reverse upon interdiction.

And, in 18 months, I have not once ever had an interdiction "fail" even though I was submitting.


I have to wonder if people who have this issue are perhaps suffering from throttle "jitter", and are using forward only" mode. Possibly with minimal or no dead zone to mask the jitter.

I use the throttle in forward only mode but I use the keyboard for throttle control and have "x" mapped to zero throttle and use this immediately upon interdiction. So it SHOULD be pretty reliable, although I noticed that using this to cut engines during FSD jumps when I was on my SagA trip would sometimes fail to cut engines up on arrival, maybe around 1% of the time, so perhaps it's not registering properly in-game. It was generally pretty reliable though during my exploration trip and certainly not a 10% failure rate like I've seen with interdictions in the T9. I also don't think it's because I didn't press the button correctly, it's pretty easy for me to hit the key. So I don't think it's an issue with my control setup as I don't have other problems with my keyboard inputs (other than key lockout due to lack of n-key rollover, but I'm not usually pressing anything else on the keyboard when I hit "x" to zero my throttle). Since others have reported the same issue as well I assume it's a glitch in the interdiction minigame itself, which seems consistent with what I'd read of other users experiences on the forums.
 
Combat logging is cheating, but whatever floats your boat, not sure how you can get any satisfaction from achievements in the game knowing you had to cheat to get it, complaining that you can,t cheat effectively is a bit over the top.
 
Combat logging is cheating, but whatever floats your boat, not sure how you can get any satisfaction from achievements in the game knowing you had to cheat to get it, complaining that you can,t cheat effectively is a bit over the top.

How exactly is it "cheating"? You have a 15 second logout delay which is exactly identical to the charge time for a high-wake jump. The devs clearly realized that some players would try to logout to avoid ship destruction in some circumstances so they implemented the 15 second delay to balance the impact of combat logging. It's hard to "cheat" by using a method the devs clearly identify and regulate with a logout timer. I don't think that term means what you think it means.
While we're on the topic though, what about all the Rubigo runs people did from stacking mission by logging in/out of open/solo over and over to refresh the BB missions faster than the devs intended and make upwards of 20 mil/hr? Or the Fed rank grinding people did sitting at Tun and using the same method to grind Fed rank with donation missions without even leaving the station? Because those examples are exploits taking advantage of buggy mission refresh mechanics that many players on these forums apparently encourage as the "best" way to grind cash and rank (at least before they nerfed Rugibo). If combat logging is "cheating" then the open/solo exploit is far worse, and no one seems to care about that as FD have made no attempt to fix it.
 
Combat logging is cheating, but whatever floats your boat, not sure how you can get any satisfaction from achievements in the game knowing you had to cheat to get it, complaining that you can,t cheat effectively is a bit over the top.


So that's what combat logging means.
But why call it combat when an NPC destroys an un-armed ship?
I have had ships destroyed when submitted, so many times. (As in: You have nothing? Take that!)
As I said earlier. Slowly got to 11 mil credits then bought the lakon 6.
After two destructions and assotiated costs, I'm now down to four mil cr.
What happens to a player with only enough cr to buy a sw. Six months to get 11 mil. Another six months and back here again.
That is why good players play online. I don't.
 
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The OP is playing in SOLO. What he chooses to do in "HIS INSTANCE" of the game is his own business.

It is not your place to pass judgment or ridicule him for choosing to save and quit instead of dealing with the new AI. Depending on the situation, this could very well have been his 6th or more interdiction in a row while simply attempting to complete a cargo mission.

Until the game is free of these wide variety of questionable behaviors, I think the peanut gallery should just mind their own bloody business! Like the OP said... he was playing in SOLO!

Your or my opinion on how this guy or anyone else plays ED in SOLO has no place here!


Actually that is not always the case. pulling the plug in solo is still exploiting and though yes FD has said that escaping to the main menu is not an exploit many dont like it. His actions in game affect all users whether it be solo or not and so users have a right to complain if he logs every fight with an NPC.

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So that's what combat logging means.
But why call it combat when an NPC destroys an un-armed ship?
I have had ships destroyed when submitted, so many times. (As in: You have nothing? Take that!)
As I said earlier. Slowly got to 11 mil credits then bought the lakon 6.
After two destructions and assotiated costs, I'm now down to four mil cr.
What happens to a player with only enough cr to buy a sw. Six months to get 11 mil. Another six months and back here again.
That is why good players play online. I don't.

Because combat logging is logging out to avoid death in combat. Just because you make the choice to fly a deathtrap does not mean NPCs should not shoot at you. I only hope FD wakes up some day and bans people that do this as your actions affect everyone and needs to be dealt with
 
How exactly is it "cheating"? You have a 15 second logout delay which is exactly identical to the charge time for a high-wake jump. The devs clearly realized that some players would try to logout to avoid ship destruction in some circumstances so they implemented the 15 second delay to balance the impact of combat logging. It's hard to "cheat" by using a method the devs clearly identify and regulate with a logout timer. I don't think that term means what you think it means.
While we're on the topic though, what about all the Rubigo runs people did from stacking mission by logging in/out of open/solo over and over to refresh the BB missions faster than the devs intended and make upwards of 20 mil/hr? Or the Fed rank grinding people did sitting at Tun and using the same method to grind Fed rank with donation missions without even leaving the station? Because those examples are exploits taking advantage of buggy mission refresh mechanics that many players on these forums apparently encourage as the "best" way to grind cash and rank (at least before they nerfed Rugibo). If combat logging is "cheating" then the open/solo exploit is far worse, and no one seems to care about that as FD have made no attempt to fix it.


Combat logging is called an exploit by FD (pulling the plug that is and not the 15 minute timer) but they have said mode switching is valid at any time and specifically said mode switching to refresh the mission board is not exploiting. Most MP games either wont let you log in combat, reset the timer if in combat, or punish combat loggers. FD don't seem to care even when they call certain forms of CL an exploit
 
Combat logging is called an exploit by FD (pulling the plug that is and not the 15 minute timer) but they have said mode switching is valid at any time and specifically said mode switching to refresh the mission board is not exploiting. Most MP games either wont let you log in combat, reset the timer if in combat, or punish combat loggers. FD don't seem to care even when they call certain forms of CL an exploit

"Combat logging" refers to logging out of combat with the 15 sec timer. You're "logging off" which is why it's called combat LOGGING. What you're referring to (hard power reset or terminating the client process) is basically the same thing, it's just a way of circumventing the timer, but since FD has no way of knowing if the client crashed due to a bug (I've had at least 3-4 crashes over this weekend alone) or whether it was closed on the player's end on purpose it's a bit of a moot point. Either way I wouldn't make much of a distinction between the two, as it's hard to regulate someone's ability to push a power button so there's nothing that could be done to prevent people from using a hard reset as form of "brute force" combat logging.
The mode switching is terribad and the only reason FD doesn't consider it an "exploit" is because they're either to lazy to fix it or they tried to fix it and it turned out to be more effort than they wanted to invest. There is really no way that they intended Rubigo or Fed rank to work with mode switches the way it did because otherwise they wouldn't have made the BB missions time-gated in the first place. It's clearly an exploit and worse than any form of combat logging because of the dramatic effect it has on game progression (cash/rank grind) for players who are willing/able to take advantage of it.
 
You won't spin but the AI interdictor will spin, that is my understanding. A result you have a head start on your escape. When I interdict an opponent both will spin even on winning the mini game if they don't submit.

Target it the next time you do this. If the AI is spinning, that's a bug. I'm pretty certain there's no bug.
 
"Combat logging" refers to logging out of combat with the 15 sec timer. You're "logging off" which is why it's called combat LOGGING. What you're referring to (hard power reset or terminating the client process) is basically the same thing, it's just a way of circumventing the timer, but since FD has no way of knowing if the client crashed due to a bug (I've had at least 3-4 crashes over this weekend alone) or whether it was closed on the player's end on purpose it's a bit of a moot point. Either way I wouldn't make much of a distinction between the two, as it's hard to regulate someone's ability to push a power button so there's nothing that could be done to prevent people from using a hard reset as form of "brute force" combat logging.
The mode switching is terribad and the only reason FD doesn't consider it an "exploit" is because they're either to lazy to fix it or they tried to fix it and it turned out to be more effort than they wanted to invest. There is really no way that they intended Rubigo or Fed rank to work with mode switches the way it did because otherwise they wouldn't have made the BB missions time-gated in the first place. It's clearly an exploit and worse than any form of combat logging because of the dramatic effect it has on game progression (cash/rank grind) for players who are willing/able to take advantage of it.

There is a way of telling whether they are hard resetting to avoid combat (or pulling network cable). If it happens alot in combat it becomes obvious. There are those that do it whenever they start to lose. They obviously don't care about the mode switching to much as many of the streamers they call ambassadors do it to get better RES or CZ spawns on stream. If they cared about that then why would they promote it by promoting those streamers
 
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