Horizons Interdictions, again.

Got interdicted this morning. Red was high up. Blue was about a third of the way up. I submitted to zero but game didn't allow it.
While the colors were as I said the mini game disappeared and I spun a bit. Not much.
Have NPC's got a super interdicter?

A couple days ago I was interdicted about fifteen to twenty times and ten times I submitted but still gut spun violently.
The other several times was reasonably normal submissions.
Not good! Any comments?
 
Which ship, and how is it configured?

Last week I was getting interdicted for either no reason at all, then nothing, or interdicted, then nothing (no messages, and no attack).
 
Yup, make sure you keep fighting after you throttle down, this minimises (but does not eliminate) the chances of the npc winning the mini game.

The submission process is not instant and it is still possible to lose (or even win) the mini game before it has been completed.
 
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Which ship, and how is it configured?

Last week I was getting interdicted for either no reason at all, then nothing, or interdicted, then nothing (no messages, and no attack).

Yup, make sure you keep fighting after you throttle down, this minimises (but does not eliminate) the chances of the box winning the mini game.

The submission process is not instant and it is still possible to lose (or even win) the mini game before it has been completed.

Asp explorer with A fittings as much as possible.
With several different commodities and other stuff for engineers.

Ok! From what I have learned I should stop saying things about interdictions.
 
The Asp seems to be prone to this... I rarely have had this happen but then I submit immediately. Most of the time I don't bother even following the target.
 
Got interdicted this morning. Red was high up. Blue was about a third of the way up. I submitted to zero but game didn't allow it.
While the colors were as I said the mini game disappeared and I spun a bit. Not much.
Have NPC's got a super interdicter?

A couple days ago I was interdicted about fifteen to twenty times and ten times I submitted but still gut spun violently.
The other several times was reasonably normal submissions.
Not good! Any comments?
Submitting is NOT an instant thing, it takes some seconds to initiate, so if you submit in last possible moment you will still fail the submission.
 
I have been away since just before the new update release of engineers,,, had to rebuild my computer. Anyhow, I have noticed that regardless the fight I always loose the interdiction now,, I can keep in the circle but the red still goes up regardless,,, and have the NPC's gotten a huge buff???? I use to be able to kick butt on anything but the large ships, (anaconda, cutter, ect..) which I would have a hard time fighting but now I can't get them in my sites and they wear my shields down extremly fast .. I am in the ASP Explorer all A. so is this part of the Engineers update or something that is still being looked at and working on?
 
Hmmm, yes, I use a fully A graded Asp for mission work. I normally submit to interdiction then either fight or run. But for the hell of it I decided to resist an interdiction last night. I followed the 'escape vector' closely, and won the mini game (blue bar maxed out). Next thing I knew I was spinning like a top, took some damage and had to fight. Something wrong somewhere.
 
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careBear1

Banned
Had several (seemingly instant) interdictions just as I exit a jump at the target star. Submitting or loosing the interdiction fight leads to the game dropping me out of supercruise because of heat damage. Not sure where the NPC is, other than inside the star or its corona - apparently impervious to heat. Very annoying.
 
Maybe ED doesn't want us to use Asp Explorers. What you people are saying is correct. Each instance is slightly different and some forumers say "Video Please" but I can't see controls for video. (Trying to escape a bandit and playing with a camera is not my idea of fun)
Something else has gone wrong today so gotta start a new thread.
 
Yup, make sure you keep fighting after you throttle down, this minimises (but does not eliminate) the chances of the npc winning the mini game.

You shouldn't have to do anything. Just throttle down to zero and take your hands off the controls. That's what I always do and works fine 99 times out of a 100. The occasional insta-fail even after submitting, is a bug, not a lot you can do about it right now.
 
Hi Mike same thing happened to me today and a couple times before I thought maybe I didn't have the throttle all the way down. I was careful to note this time all the way off and I got the submitting to interdiction message where upon I was spun wildly around and a python jump on mp ASP. Took down my 5A shield like they were nothing. Boost, boost all power to engines kept hitting boost. Got away but the hull down to 68% and thrusters down to 32%. I was carrying 4 tons of cheap reward cargo I had forgotten about. Not sure what es me off more this game or the Cleveland Browns.
 
First of all, if you are carrying around engineer bits, YOU WILL BE INTERDICTED, regardless of ship, the same to a bit lesser extent with standard cargo. Second of all, class A equipment, if it isn't engineered, IS NOT AN EFFECTIVE CLASS ANYMORE. My all class A Python with either military, reflective or reactive armor was made into Swiss cheese when Engineers dropped. I resolved then to mod at all costs.

Don't get caught in the mini game trap, throttle all the way down like has been stated, them boost and look to hyper jump asap, anywhere. If you are spinning you can start boosting while you are spinning.

FD has skewed the game to being forced to engineer since that update. You want more peace and quiet, need to trade, maybe mine unmolested, fight off NPC's? Work to get a fully mod Python. You will be pleasantly surprised how much easier it all becomes. BTW, the fastest way to that Python @150 mill CR is bounty hunting, highest return on your invested time. For that you need a fighting ship, Vulture or FAS if you're inclined to grind FED.

ASP Explorers are great ships, not great fighters. They are just about my favorite prey because when they turn it's like shooting a huge plate, you can't miss. Even head on they present a large cross-section.
 
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Nope. I'm hauling millions and fortification stuff for 8 days now, several hours a day in this horribly underrated build:
I'm interdicted on almost every run (usually about 8 jumps, including low sec anarchy systems. No ship lost so far. Pretty easy if you know how and down't dream (sometimes I fall asleep, that's were it's getting hairy sometimes). No mods, just brutally optimized for max range and max cargo space without scoop.

So far I only did that in solo though. Maybe I'll try that in open soon, though that would indeed appear a little reckless to me..

Congrats on your success!

However, others haven't fared as well and if running is all right with you, then proceed. I don't run (now, did before when I didn't have the right ship/equipment) or give up cargo (never have given up cargo). So to each their own, learn to run or learn to fight.

I have a modded a-class Python, less range/cargo than yours but I can and have taken on everything from an Anaconda on down, almost all elites, successfully and enjoyed it immensely:D. Solo.
 
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Which ship, and how is it configured?

Last week I was getting interdicted for either no reason at all, then nothing, or interdicted, then nothing (no messages, and no attack).

I have the same thing roughly every other time I pop in to Ceos and get close to the station there. Just a second or so before I'm about to drop out from supercruise, a Fed Anaconda pops up from nowhere (or so it seems), interdicts me and than just flies around, doing nothing. No messages, no scanning, no charging FSD.
I'm flying Conda there as well, but not sure if that has anything to do with my ship. Unless SA want to see a different livery or something.
 
Yup, make sure you keep fighting after you throttle down, this minimises (but does not eliminate) the chances of the npc winning the mini game.

The submission process is not instant and it is still possible to lose (or even win) the mini game before it has been completed.

Yeah, I think this is correct. Zeroing the throttle doesn't instantly submit, and the further you are off the escape vector the quicker you'll lost. It's best to keep following the vector until the submission.

That said, I still think the whole thing is buggy as hell. I still get the flickering / 'double vision' display (supposedly fixed in 2.2). Sometimes the escape vector / circular indicator seems to point behind me, and if you don't notice it's flipped it's really easy to point the wrong way resulting in a near-instant failure. Plus it BADLY needs better feedback. Sometimes I have a full blue bar, and am in the circle but I don't win. Then I'm down to 3 blue squares, about to submit and I suddenly win. Maybe there's a logical reason for it all, but without better feedback it feels utterly random.
 
Yeah, I think this is correct. Zeroing the throttle doesn't instantly submit, and the further you are off the escape vector the quicker you'll lost. It's best to keep following the vector until the submission.

That said, I still think the whole thing is buggy as hell. I still get the flickering / 'double vision' display (supposedly fixed in 2.2). Sometimes the escape vector / circular indicator seems to point behind me, and if you don't notice it's flipped it's really easy to point the wrong way resulting in a near-instant failure. Plus it BADLY needs better feedback. Sometimes I have a full blue bar, and am in the circle but I don't win. Then I'm down to 3 blue squares, about to submit and I suddenly win. Maybe there's a logical reason for it all, but without better feedback it feels utterly random.

I must say that I don't think I've ever had a submitted interdiction fail on me, and I always submit, and I don't try to follow the escape vector. That said, I submit as soon as the interdiction begins. Not saying one shouldn't try to follow it, but it's not been an issue for me.

I always submit, as since 1.4, interdictions have been a waste of time (for me). I used to be an interdictor until 1.4, but my success rate went from 90%+ to about 20% if I was lucky. I have tried it in 2.2 beta, and the mini-game is somewhat better, more stable than it was. However, in my (admittedly minimal) testing, I did not win one interdiction, lol, so I'll not be bothering with it as far as I can tell. The first few of the tests I did, it was right that I failed, I was very rusty and didn't follow the ship, but the last few, I was certainly on the target quite a bit and still my bar never once recovered. Really not sure whether it's bugged, or whether it's just too difficult (for me). :)

I kind of understand why that might be, that the NPC is also on their escape vector, so its a stalemate, but in the end, the 'punishment' for failing an interdiction is not IMO worth it.

I should say that for me, submitting to an interdiction is a no brainer, as 9 times out of 10 I will end up fighting the interdictor anyway, and on the other one, well it's relatively trivial to escape, which it very likely would not be if I lost the interdiction and had the resulting super spin on entering normal space.
 
I must say that I don't think I've ever had a submitted interdiction fail on me, and I always submit, and I don't try to follow the escape vector. That said, I submit as soon as the interdiction begins. Not saying one shouldn't try to follow it, but it's not been an issue for me.

I always submit, as since 1.4, interdictions have been a waste of time (for me). I used to be an interdictor until 1.4, but my success rate went from 90%+ to about 20% if I was lucky. I have tried it in 2.2 beta, and the mini-game is somewhat better, more stable than it was. However, in my (admittedly minimal) testing, I did not win one interdiction, lol, so I'll not be bothering with it as far as I can tell. The first few of the tests I did, it was right that I failed, I was very rusty and didn't follow the ship, but the last few, I was certainly on the target quite a bit and still my bar never once recovered. Really not sure whether it's bugged, or whether it's just too difficult (for me). :)

I kind of understand why that might be, that the NPC is also on their escape vector, so its a stalemate, but in the end, the 'punishment' for failing an interdiction is not IMO worth it.

I should say that for me, submitting to an interdiction is a no brainer, as 9 times out of 10 I will end up fighting the interdictor anyway, and on the other one, well it's relatively trivial to escape, which it very likely would not be if I lost the interdiction and had the resulting super spin on entering normal space.

+1 Rep

Same here. Only difference for me is I usually don't engage as it just slows me down from what I'm working on. I don't need the credits or the rank bump, so I just boost away and jump to the next system. I use an unarmed Python a lot and never have a problem.

If I get interdicted in the destination system, I just boost away until the attacker is out of range. Stay in normal cruise for a few minutes and just keep adding distance. If you wait a few minutes, when you go back to SC the attacker is rarely anywhere to be seen. On occasion, when it is, just head full bore towards target station and overshoot then loop around back toward the destination so that the attacker is facing you when you drop out for docking.

Way too much is being made of the whole issue.
 
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I must say that I don't think I've ever had a submitted interdiction fail on me, and I always submit, and I don't try to follow the escape vector. That said, I submit as soon as the interdiction begins. Not saying one shouldn't try to follow it, but it's not been an issue for me.

I always submit, as since 1.4, interdictions have been a waste of time (for me). I used to be an interdictor until 1.4, but my success rate went from 90%+ to about 20% if I was lucky. I have tried it in 2.2 beta, and the mini-game is somewhat better, more stable than it was. However, in my (admittedly minimal) testing, I did not win one interdiction, lol, so I'll not be bothering with it as far as I can tell. The first few of the tests I did, it was right that I failed, I was very rusty and didn't follow the ship, but the last few, I was certainly on the target quite a bit and still my bar never once recovered. Really not sure whether it's bugged, or whether it's just too difficult (for me). :)

I kind of understand why that might be, that the NPC is also on their escape vector, so its a stalemate, but in the end, the 'punishment' for failing an interdiction is not IMO worth it.

I should say that for me, submitting to an interdiction is a no brainer, as 9 times out of 10 I will end up fighting the interdictor anyway, and on the other one, well it's relatively trivial to escape, which it very likely would not be if I lost the interdiction and had the resulting super spin on entering normal space.

It only tends to happen if you submit too late (down to 2 or 3 bars at most) or if you are way off the escape vector. Often the escape vector flips behind me (don't know if this is intention or a bug) and it's hard to see where it is from the circular indicator. In this situation, the interdiction fails very quickly.

In most situations you're right, it's not worth fighting. The only real exception for me is if I'm approaching a rare signal source and don't want to "lose it" by submitting and dropping into normal space.
 
Until recently that was pretty much my stance. The build above is a highly specialized ship mainly for speed ranking into PP, which is a brand new thing to me. I'm pretty sure that after a while I'll give up this sort of rabbit-style cause on the long run it's a guaranteed way into boredom. For now it has its own appeal cause it's still fascinating how such a paper boat is actually survivable. But surely wasn't meant as the golden way of min-maxing cargo runs and not at all recommended for beginners. But in the end this way, assuming you know a few crucial tricks, it's definitely even safer than with an all-round ship (which I usually prefer) *if* you actually prefer to fight on your trips (which I usually do, even with my mid-range explorer builds). Because with such a build you even don't think a second about fighting (and how so without any weapons?).

After all it was a response to your capitalized statement

which is simply wrong or only true under certain conditions at best. To me it was a refreshing experience cause it's always exciting to get rid of some prejudices which, in this case, more or less stem from unworried believing what others say. I simply don't buy the currently often stated "engineered mods are now mandatory against NPCs" which simply isn't true, even if you go into combat. I'm talking from own experience here and I'm a less than average combat pilot. The only thing that I'm doing pretty well is knowing how and when it's time to run. ;)

FWIW since release (I'm an early beta backer but wiped my commander for the first 'official' release) I only got 5 insurance claims and IIRC only one was actually caused by an NPC. The rest was due to overconfidence, tiredness, glorious idiocy and - red wine. That's for "the-game-is-too-difficult-and-unplayable" people... The game is hard for new pilots but with increased experience it's getting a lot easier over time.

I should have been more specific in my statement. "... class-A equipment, by itself, in a multi-role ship, if it isn't engineered, IS NOT AS EFFECTIVE A CLASS ANY MORE" . I spoke from my experience from the early Engineer's drop with overpowered NPC's which shredded everything in their path (as they had mods and the CMNDR's didn't) and from some of the current complaints by CMNDR's about NPC's getting the best of them.

I only keep three ships, two are multi-role (Python and Corvette) and the third (Anaconda) is unarmed except for mines, strictly for long hauls and has mostly class-d modded and it runs from everything as you do with your Python.

Thanks for pointing my over-assumption, I forgot that speaking in absolutes can bite back. Cheers.
 
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