After Being Interdicted, How Long For The Agressor's FSD To Cool Down

Cubeo is under Federal Blockade (sort of, looks like just one person running this "blockade"). He's in a Fer de Lance and I'm in a krait. Sends the warning via text (nice, and one day I'll learn how to do macros to do that as well, I'm only 66). I'm still heading to Weaver Vision. As expected, here's the interdiction, I submit and boom, we're sub-light.

I had no intention to fight. The usual procedure is to boost, boost, boost (no chaff but I dropped a heat sink so I'd fall off his radar), then hit the FSD charge after the short cool-down period. BTW, he had something that sends my ship off course, killed two rings off the prismatic shields within that short time period. As expected, since I submitted, my FSD cool-down was short and I hit the charge and off I go.

Here's where it gets odd.

I was always told that (1) if you fight interdiction and lose, your cool-down time is long and the aggressor's time is short, but (2) if you submit, YOUR cool-down time is short and the aggressor's time is long. You expect to leave him eating your dust. At least, that's the way I was told it worked. That's why it was always a successful strategy for those not heavily into PvP, right?

That's not the way it worked. Within seconds after getting back into SC, I see him on the radar behind me again. Within 3-4 seconds, another interdiction. Same thing, submit, drop another heat sink, boost, boost, boost, charge FSD, boost again, back into SC. Now I'm way off course but escaped anyway.

Again, within 2 seconds, he's also back in SC and another 3-4 seconds later, we're doing this dance again. After the 4th time doing this, eventually ended up with enough damage to get blowed up real good. Fair, I guess, since he gave warning and all that.

Just odd about HIS cool-down time. The submit, boost(3) charge, escape method didn't work any more. Was the cool-down time for the aggressor modified to match the subject's time?

In my thinking he should have been left in that first instance waiting, waiting, waiting for the FSD to cool down. It's happened to me when I pull an NPC pirate down and fail. Haven't bothered to look at the FSD cool-down when I win as the aggressor. I always assumed it was longer but my concentration has always been on the battle.
 
Why wait to be interdicted in that situation?

When you see a hollow triangle on your six, do an emergency-stop, boost a couple of times, throttle to max and then relax for a couple of minutes before jumping back into SC.
 
My understanding is that the Aggressor's, and your Cool Down will be exactly the same. A successful interdiction will always leave both of you in regular space with the Long cool down, and some Hull damage. Submitting drops both of you into regular space with the Short/Standard cool down, and no Hull damage. If you are interdicted, and win the mini-game you will leave the aggressor in regular space, with the Long CD, and Hull damage, while you continue on your way in SC.
 
Why wait to be interdicted in that situation?

When you see a hollow triangle on your six, do an emergency-stop, boost a couple of times, throttle to max and then relax for a couple of minutes before jumping back into SC.

The procedure of "submit boost boost boost charge boost gone" had always worked successfully for me in the past. FYI, he was the only other human in the entire system so I doubt I'd have gotten a different instance when getting back into SC. I've actually tried your technique twice when there's only one other human in SC and that's been the case (in my experience, anyway). Now, if there's a BUNCH of other players in the area, I might get a totally difference instance where I'll get a different bunch of players not in the other one, but your mileage may vary.


My understanding is that the Aggressor's, and your Cool Down will be exactly the same. A successful interdiction will always leave both of you in regular space with the Long cool down, and some Hull damage. Submitting drops both of you into regular space with the Short/Standard cool down, and no Hull damage. If you are interdicted, and win the mini-game you will leave the aggressor in regular space, with the Long CD, and Hull damage, while you continue on your way in SC.

That's what I was wondering about - short / standard meaning "both of us" have the same cool-down time if I submit to it, correct? I always presumed that if I submitted, I would be the one getting the short CD and he'd get the longer CD time.
 
Last edited:
That's what I was wondering about - short / standard meaning "both of us" have the same cool-down time if I submit to it, correct? I always presumed that if I submitted, I would be the one getting the short CD and he'd get the longer CD time.

In either case, Submitting or Succumbing to an interdiction, the game applies the same CD to both parties. The only time you can 'leave them in the dust' is by winning the mini-game.
 
In either case, Submitting or Succumbing to an interdiction, the game applies the same CD to both parties. The only time you can 'leave them in the dust' is by winning the mini-game.

Thank you for the clarification. I was under the impression the submtter got the shorter CD time. Glad to know that this technique I was using only works with NPC's (since they don't seem to resume the chase once CD is finished).

As far as the mini-game is concerned, he must have owned the best-most beloved-A-rated FSD interdictor since once he started it he already had his bar near the "I win" area. Don't you love engineering? :O
 
Thank you for the clarification. I was under the impression the submtter got the shorter CD time. Glad to know that this technique I was using only works with NPC's (since they don't seem to resume the chase once CD is finished).

As far as the mini-game is concerned, he must have owned the best-most beloved-A-rated FSD interdictor since once he started it he already had his bar near the "I win" area. Don't you love engineering? :O

There is no Engineering recipe for a more effective Interdictor. There are options for 'Longer Range' and a 'Wider Arc' only. Success in the mini-game is based completely on the maneuverability of the two ships in the contest. Immediately after being interdicted, put your throttle at 75%, aim for the center of the target. If you feel you are going to loose the struggle, you have to decide very quickly if you want to submit to retain the standard cool down time. Facing an aggressor hampered with the extended cool down can be quite dangerous.
 
If only fsd interdictors had a cooldown....I guess FDev think the only fair ways to get away are to win the interdiction, high wake or get rolled into a new instance. Submitting and escaping in normal space is rewarded with an endless chain of interdictions because that module just won’t quit.
 
The procedure of "submit boost boost boost charge boost gone" had always worked successfully for me in the past. FYI, he was the only other human in the entire system so I doubt I'd have gotten a different instance when getting back into SC. I've actually tried your technique twice when there's only one other human in SC and that's been the case (in my experience, anyway). Now, if there's a BUNCH of other players in the area, I might get a totally difference instance where I'll get a different bunch of players not in the other one, but your mileage may vary.

It's nothing to do with instances.

If somebody's planning on interdicting you it's because they've evaluated your ship and think that they will win any subsequent combat.
Interdicting you and then, presumably, attacking you is their plan.
As far as they're concerned, you're going to lose in that scenario.

That being the case, why would you allow your opponent to create a scenario where they think they're likely to win - especially if you don't think you're likely to win too?

When you do an emergency-drop, you're immediately forcing your opponent to abandon their "plan" for the encounter.
Once you've done that, your opponent is forced to decide whether to follow your low-wake and risk you jumping back into SC while they're looking for you or wait for you to reappear in SC when you might have decided to high-wake to a different system instead.

It's unlikely somebody's going to hang around waiting for you for more than a couple of minutes and, even if they do, all you need to do is point yourself in a random direction before jumping back into SC and they'll have to get behind you again before they can interdict you again... at which point you can do another emergency-drop and they'll have to spend even more time trying to figure out what you're up to.
 
When you do an emergency-drop, you're immediately forcing your opponent to abandon their "plan" for the encounter. Once you've done that, your opponent is forced to decide whether to follow your low-wake and risk you jumping back into SC while they're looking for you or wait for you to reappear in SC when you might have decided to high-wake to a different system instead.

Well, when you're the only duck in the pond, I figured he'd have no problem following my wake and / or waiting for me to "think" he's gone away to look for other targets. I determined that if I did an emergency drop, my CD time is going to be long giving him time to follow my wake and then I'm stuck with him until my FSD is ready again. I almost decided to do just that, BTW, but didn't know that submitting with give us both the same CD time.

It's unlikely somebody's going to hang around waiting for you for more than a couple of minutes and, even if they do, all you need to do is point yourself in a random direction before jumping back into SC and they'll have to get behind you again before they can interdict you again... at which point you can do another emergency-drop and they'll have to spend even more time trying to figure out what you're up to.

This guy seemed pretty determined to be a one-man show with his tricked-out Fer de Lance. Wasn't sure if I wanted to wait that long for him to track me down, etc.

Food for thought, anyway. I'll have to think of a few new "muscle memory" procedures when dealing with humans in open. Right now based on my experiences with NPC pirates I automatically drop the throttle to zero once the interdiction starts. The procedure had never failed me before so I'll just have to practice something different.

Funny story: I re-spawned at Medupe and as I was heading back out to try and finish my trip home to Weaver Vision, guess who shows up to land and bed down for the night? Yup - him. Didn't even say goodnight - just drove on in to the station. Not even sure if he noticed it was me. :D
 
Food for thought, anyway. I'll have to think of a few new "muscle memory" procedures when dealing with humans in open. Right now based on my experiences with NPC pirates I automatically drop the throttle to zero once the interdiction starts. The procedure had never failed me before so I'll just have to practice something different.

Was just going to make the same point.

Jeff Cooper (the guy renowned as being "the father of modern pistol shooting") used to tell a story about a cop who constantly practiced the act of disarming somebody wielding a gun and then, one day, he was out on patrol when a criminal pulled a gun on him and the cop reflexively disarmed the criminal.... and then immediately offered the gun back to him.
Cos that's what he'd done thousands of times while training.

Similar thing with ED.

We spend the vast majority of our time willingly accepting interdictions because it means we've either found an NPC who's going to give us a mission-bonus or, at the very least, is likely to give us a bit of target-practice and a nice bounty.
Trouble is, that does create a "muscle memory" which encourages you to throttle-back as soon as you hear the interdiction sound.

Best thing to do is not allow yourself to get into that situation to begin with.
Keep your eyes on your scanner and if you see another CMDR anywhere on your six, change direction and see if he follows you and then consider your options.
 
Back
Top Bottom