But no menu logCombat logging is officially a banable action.

But no menu logCombat logging is officially a banable action.
Don't engage.
If you're carrying cargo, your mission is to get that cargo your destination, not win a PvP battle. Lol
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."But no menu log![]()
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 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."
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)
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.
As someone who exclusively plays in open and never combat (or menu) logs, I don't understand people who do that. If you don't like the PvP aspect of the game, play solo or in a private group.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.
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.
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 thenHow to survive interdictions:
- Always have your next hyperspace jump system plotted.
- Have "target next system in route" mapped to a key.
- 4 pips to SYS, 2 pips to ENG.
- Submit to interdiction.
- Drop a chaff, it doesn't hurt.
- Press that mapped key to target the next system and start flying towards it.
- Engage FSD.
- Keep boosting and using your SCBs whenever they're off the cooldown.
- Keep rolling and pitching in irregular patterns. Don't use side thrusters as they will slow you down.
- If your shields fail, 4 pips to ENG and 2 pips to SYS, engage silent running and continue with evasive maneuvers.
- After your arrival, drop to normal space and select a new system.
So, what are the best tactics/defences against this kind of PVP loadout?
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 would stress practicing "evasion", specially against rails
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.
A Python.![]()
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.
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 momentDid 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.![]()
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.
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.
Went back in my Annie but they managed to disable my thrusters in no time at all. Sitting duck. Game over.
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.![]()