PvP Defence/tactics against engineered PVP rail-guns

Don't engage.
If you're carrying cargo, your mission is to get that cargo your destination, not win a PvP battle. Lol

This is great advice. If you're trading and built for trading, you win the engagement if you escape and complete your mission. If you do that you've actually beaten your opponent because you've stopped them from completing their objective. Winning looks entirely different depending on what you're doing.
 
But no menu log 🙄
I stand corrected, thank you. I found a quote from Sandro: "To clarify: the official stance on exiting the game via the menu, at any point, is that it is legitimate. I suspect at some point we may increase the "in danger" countdown, but for now you just have to wait fifteen seconds. However, we can't speak for how other Commanders view such actions."
 
I stand corrected, thank you. I found a quote from Sandro: "To clarify: the official stance on exiting the game via the menu, at any point, is that it is legitimate. I suspect at some point we may increase the "in danger" countdown, but for now you just have to wait fifteen seconds. However, we can't speak for how other Commanders view such actions."
As a part time pirate I'm not a big fan of the menu log obviously, but it's ok to do technically. Morally not, and I hope the timer will be increased soon.
 
Don't lose your shields, fit module reinforcements, kill them or jump out before they snipe your modules ...
Fit armoured modules (especially FSD and powerplant)

And make sure the ship still works at 40% output.

As a part time pirate I'm not a big fan of the menu log obviously, but it's ok to do technically. Morally not, and I hope the timer will be increased soon.

I acknowledge that Frontier will never punish anyone for menu logging, but it's also clearly not intended to be a way to extricate one's CMDR from danger.
 
How to survive interdictions:
  1. Always have your next hyperspace jump system plotted.
  2. Have "target next system in route" mapped to a key.
  3. 4 pips to SYS, 2 pips to ENG.
  4. Submit to interdiction.
  5. Drop a chaff, it doesn't hurt.
  6. Press that mapped key to target the next system and start flying towards it.
  7. Engage FSD.
  8. Keep boosting and using your SCBs whenever they're off the cooldown.
  9. Keep rolling and pitching in irregular patterns. Don't use side thrusters as they will slow you down.
  10. If your shields fail, 4 pips to ENG and 2 pips to SYS, engage silent running and continue with evasive maneuvers.
  11. After your arrival, drop to normal space and select a new system.
 

Arguendo

Volunteer Moderator
Just to be clear: The topic the OP put forth did not include logging out of the game in either of the two ways possible, nor which mode to play in. So let's leave discussions about those topics to other threads. There should be plenty to choose from elsewhere in the forums. Whaddayasay?

Thanks.
 
Just to be clear: The topic the OP put forth did not include logging out of the game in either of the two ways possible, nor which mode to play in. So let's leave discussions about those topics to other threads. There should be plenty to choose from elsewhere in the forums. Whaddayasay?

Thanks.


How to survive interdictions:
  1. Always have your next hyperspace jump system plotted.
  2. Have "target next system in route" mapped to a key.
  3. 4 pips to SYS, 2 pips to ENG.
  4. Submit to interdiction.
  5. Drop a chaff, it doesn't hurt.
  6. Press that mapped key to target the next system and start flying towards it.
  7. Engage FSD.
  8. Keep boosting and using your SCBs whenever they're off the cooldown.
  9. Keep rolling and pitching in irregular patterns. Don't use side thrusters as they will slow you down.
  10. If your shields fail, 4 pips to ENG and 2 pips to SYS, engage silent running and continue with evasive maneuvers.
  11. After your arrival, drop to normal space and select a new system.
Yes, thanks all. I've been playing for around two years and could probably count on one hand the number of times that I've seen the rebuy screen as a result of combat (despite being ranked Deadly), so I'm no stranger to conflict avoidance or the "brave sir robin". My OP is a little confusing because I started off in a harmless mining T-9, made a mistake and was destroyed - but I then went back looking for retribution in my heavily armed and heavily resilient (so I thought) Annie - and was sent back to the rebuy screen by the same pair... twice! (so, more like The Black Knight then :)).


I was really looking for tips on PVP combat and specifically how to counter/prepare for these special effects that seemed to bypass most of my defenses. The safe game that I've enjoyed for so long is becoming a little stale, but I have no interest in becoming a dedicated PVP player either (if that means restricting myself to a narrow set of "meta" builds). Hope that makes sense. :)
 
So, what are the best tactics/defences against this kind of PVP loadout?

pretty much everything covered already, i would stress practicing "evasion", specially against rails. as hinted, this is easier with smaller/faster ships.

find out what's their preferred distance, and deny it to them (to dictate distance you need speed advantage as well). be aware that most good pvpers' layouts will have all distances covered, but there still will be one more comfrotable to you.

also, the moment you drop your shields consider breaking away unless you have protected your modules and feel very confident hull tanking, it basically is broken.

if you want to compete, either drag yourself through the full infantile engineer grind or limit yourself to duels with honorable villains.

finally, don't take this game as a serious skill involving challenge. it isn't, it's has the seminal part of it but completely overwashed by powercreep, there's lots of better games for that.
 
Never engage 2-on-1 if you aren't deliberately testing yourself. I narrowly survived it ONCE, solely because I was in a Courier and could just fly away at any time (didn't even de-shield either of them).
Speaking of which: fast ships are good (Orca, Cobra, Enhanced-Performance Thruster ships, etc.). If you just boost away with ENG and SYS pips, you can survive even people with piles of FSD-interruption tech because you can just get out of their range.

I think that my pips management definitely needs a rethink. When using the Annie I tend to place more emphasis on weapons and engines to make up for the relative sluggishness and keep the juice flowing to my beams. It served me well in PVE, but clearly not in PVP. That said, being able strip shields and render a ship inoperable in what seemed like 1 or 2 shots seems a little on the extreme side though. Yeah - they had the FSD interruption effect, and used it very effectively. :) That's how I lost the T-9 in the first place if memory serves.
 
i would stress practicing "evasion", specially against rails

to be clear, you obviously can't evade rails. what i mean is that if you get hit by rails it means you have been predictable and/or in the line of fire for the last 3 secs: not good.
 
I was really looking for tips on PVP combat and specifically how to counter/prepare for these special effects that seemed to bypass most of my defenses.

First and foremost are situational awareness and planning; learning how to recognize danger before it's in your face, being able to quickly and accurately assess the situation, and having a plan to leave should you be hopelessly outmatched.

You need to have familiarity with the damage and defense mechanisms (this, while old, is still largely applicable: https://forums.frontier.co.uk/threa...en-on-damage-and-defenses.170205/post-2600885 -- also it originally had this image attached: https://game-guide.fr/wp-content/uploads/2015/07/ED-ships-modules-damage-and-defense.jpg) as well as how they apply to the vessel you are currently flying. As others have stated, the Anaconda is at a serious disadvantage when the shields fail because it's large, slow, and has exposed modules on top of that (which is something many critics of the Corvette neglect when comparing the two ships...it's harder to snipe most of the important stuff on the vette, excepting the FSD, because of how penetration depths work and where it's internals are, but that's a topic for another thread).

When it comes to loadout, defense in depth is my rule (though being experienced with the consequences of doing so, I break it all the time). Make sure you have good shielding, then make sure the ship underneath doesn't need shields to survive. The more layered your defense, the less likely your opposition is to have exactly the right tools or skill sets to crack them all in short order. You don't want there to be any one 'silver bullet' for your build, and unless you need an ultra specialized loadout for an extreme niche task, there is no reason for there to be one. Any ship can be made survivable with some sensible adjustments, many of which have already been mentioned in this thread.

As strange as it may seem, piloting itself is often neglected, especially in bigger ships. There seems to be the perception that if you are in a big ship, evasion isn't a factor. This is false. It's certainly more of a factor when it comes to smaller ships, but knowing how to move your vessel is important no matter what ship you're flying. In an Anaconda or Corvette you can evade or mitigate a huge amount of damage through skillful piloting and even the T-10 and Cutter will last longer if they move with purpose.
 
A Python. 🤫

That'll do it. You can put some nasty combinations on that. PAs, frag cannons, Pacifiers, and rail guns are all things that can just ruin your day on a Python. Consider premium munitions and you've got a hard hitting Big hunter.

Regarding your comments on PIPs, consider moving away from beam lasers to something with lower distro draw. Multicannons or cannons could work. With overcharged cannons for example you can put PIPs more easily into SYS and ENG and have plenty WEP for many shots. They take a long time to drain WEP even with no PIPs.

I think you mentioned you're rockin' FAoff? This all could do the trick you're looking for. Add a couple small long range rail guns with feedback cascade and suddenly you're a whole lot more formidable.

Or hell, go for broke. Grab Pacifiers and frags and name your ship Catch These Hands.
 
pretty much everything covered already, i would stress practicing "evasion", specially against rails. as hinted, this is easier with smaller/faster ships.

find out what's their preferred distance, and deny it to them (to dictate distance you need speed advantage as well). be aware that most good pvpers' layouts will have all distances covered, but there still will be one more comfrotable to you.

also, the moment you drop your shields consider breaking away unless you have protected your modules and feel very confident hull tanking, it basically is broken.

if you want to compete, either drag yourself through the full infantile engineer grind or limit yourself to duels with honorable villains.

finally, don't take this game as a serious skill involving challenge. it isn't, it's has the seminal part of it but completely overwashed by powercreep, there's lots of better games for that.

Thanks znôrt. That's the thing, my ships are fully engineered to the hilt - G5 everything. I just couldn't understand how my defenses were being bypassed and my modules disabled so quickly (not being a PVP player). It's a bit hazy, but the entire conflict went something like this:

1: Traveling back to sell my mining yield in a T-9, forgot that I was playing in Open and fought the interdiction, lost and then they used the FSD inhibitor effect if I recall. Game over.
2: Went back in my Annie but they managed to disable my thrusters in no time at all. Sitting duck. Game over.
3: Went back again 😂. This battle lasted quite a bit longer and I concentrated on the Viper which I suspected had the mod/special effect that was causing me such problems. I struggled to keep up with him due to lack of speed and poor weapon fall-off, but fly with FA off so my time on target is pretty high for a large ship. I get him down to 5% hull with very little damage taken before he boosts away and flees into supercruise. I follow but he immediately drags me back out. We circle each other for a while - me close to 100% shields, him at 5% hull. I didn't have the heart to open fire. Suddenly his mate shows up, distracts me for what felt like a moment and then boom - shields offline and modules inactive. Sitting duck. Game over. The worst of it... Mr 5% took the lethal shot. 😊


EDIT: A subjective account, of course.
 
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Did you post your build? No rush, but there are such things as not great G5 builds. Plus the DPS of a Python with no PIPs in your shields is devastating. :)
 
Did you post your build? No rush, but there are such things as not great G5 builds. Plus the DPS of a Python with no PIPs in your shields is devastating. :)
Yeah, that's probably it. My builds/pips technique has served me fine in PVE - clearly not in Open against fully engineered PVP players. I'll post my build (I'm at "work" at the moment:))
 
First and foremost are situational awareness and planning; learning how to recognize danger before it's in your face, being able to quickly and accurately assess the situation, and having a plan to leave should you be hopelessly outmatched.

You need to have familiarity with the damage and defense mechanisms (this, while old, is still largely applicable: https://forums.frontier.co.uk/threa...en-on-damage-and-defenses.170205/post-2600885 -- also it originally had this image attached: https://game-guide.fr/wp-content/uploads/2015/07/ED-ships-modules-damage-and-defense.jpg) as well as how they apply to the vessel you are currently flying. As others have stated, the Anaconda is at a serious disadvantage when the shields fail because it's large, slow, and has exposed modules on top of that (which is something many critics of the Corvette neglect when comparing the two ships...it's harder to snipe most of the important stuff on the vette, excepting the FSD, because of how penetration depths work and where it's internals are, but that's a topic for another thread).

When it comes to loadout, defense in depth is my rule (though being experienced with the consequences of doing so, I break it all the time). Make sure you have good shielding, then make sure the ship underneath doesn't need shields to survive. The more layered your defense, the less likely your opposition is to have exactly the right tools or skill sets to crack them all in short order. You don't want there to be any one 'silver bullet' for your build, and unless you need an ultra specialized loadout for an extreme niche task, there is no reason for there to be one. Any ship can be made survivable with some sensible adjustments, many of which have already been mentioned in this thread.

As strange as it may seem, piloting itself is often neglected, especially in bigger ships. There seems to be the perception that if you are in a big ship, evasion isn't a factor. This is false. It's certainly more of a factor when it comes to smaller ships, but knowing how to move your vessel is important no matter what ship you're flying. In an Anaconda or Corvette you can evade or mitigate a huge amount of damage through skillful piloting and even the T-10 and Cutter will last longer if they move with purpose.

Thanks Morbad - that's very useful.
 
Traveling back to sell my mining yield in a T-9, forgot that I was playing in Open and fought the interdiction, lost and then they used the FSD inhibitor effect if I recall. Game over.

A few PDTs, combined with quickly assessing which ship(s) has the FSD disruptor so you can point the PDTs at them, will help a lot in these scenarios.

Went back in my Annie but they managed to disable my thrusters in no time at all. Sitting duck. Game over.

Disable your thrusters through damage, or with things like pulse disruptors/scramble spectrum lasers/ion mines?

Did you post your build? No rush, but there are such things as not great G5 builds. Plus the DPS of a Python with no PIPs in your shields is devastating. :)

Yeah, the sort of loadout you can put on a python is murder against larger vessels.
 
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