Question for Open players who don't like PVP/ganking... help me understand

Deleted member 182079

D
^^ This will get you killed , never run . Boost at ur opponent as if in a joust , ensuring they have minimal time on target . Wait for FSD to charge then align and jump away.
Don't let them ram u.
The problem with this tactic is, if the other side is good at jousting and can at least match your speed, they will be able to predict your angle of direction and be able to maybe not ram, but at least drive-by shoot you at close distance - and since we're talking Kraits here, there's a very high chance they're running frags which are lethally OP'd - I faced such a ship in my PvE Corvette on Sunday (and I was mentally prepared to run into them), it took my shields of roughly 4,500MJ down to 1 ring in no time, so had to bail as I faced two of them.

Kraits are popular because they're fast, can permaboost and have 3 large and 2 medium hardpoints that are perfectly suited to triple Pacifiers and a couple of frags. They hurt.

So if you have a fast enough ship, and sufficient shield/armour hp's, boost FA Off, 4 pips into shields, 2 into engines, put your ship into a wild spin (so they can't easily module snipe you) and hope you can hold out long enough for your FSD to spool up (always hi-wake unless you fly the bigger ship). Only when the FSD is ready align with the correct vector, FA On, boost.

That's pretty much all there is to it - source: done it literally hundreds of times in various ships, big and small. Different story of course if you face a wing.

To be clear though, it's good practice that when you drop out of SC, you turn towards the opponent and boost towards and hopefully past them right away. That's the only time I'd try it though, unless you have healthpoint headroom to try it several times, but they'll expect it to some degree.
 
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Hi Captain Pugwash :)

Thanks for the advice (y)....Understood.;)

Jack :)
No substitute for experience, good on you for giving it a go to find out for yourself :)

If you want some practice you know where to go, you can try different stuff, including advice given here. And if you just want to dock & get on with your day switching to solo for that system completely eliminates all PvP threat :)
 
^^ This will get you killed , never run . Boost at ur opponent as if in a joust , ensuring they have minimal time on target . Wait for FSD to charge then align and jump away.
Don't let them ram u.

If you have a faster ship it can be better to run, boost at them so they have to turn to fire and mind out for long range mods having 6km range. Boost in a straight line using thrusters to shift vertically and laterally or in a corkscrew (not too tight) combining lateral with rudder and pulling up till you are out of range and keep going.

If you have a much faster ship you'll be well out of range in seconds.
 

Deleted member 182079

D
What we're saying is "it depends".

I got chain interdicted by the same frag Krait when I was in my Courier, all I had to do is submit and press the boost button, once - in fact I could fly in reverse faster than he'd be able to boost forward. And he couldn't land even 1 shot because I was already well outside his range by the time he aligned and deployed his weapons. Doesn't mean that tactic works in a slower ship of course.
 
What we're saying is "it depends".

I got chain interdicted by the same frag Krait when I was in my Courier, all I had to do is submit and press the boost button, once - in fact I could fly in reverse faster than he'd be able to boost forward. And he couldn't land even 1 shot because I was already well outside his range by the time he aligned and deployed his weapons. Doesn't mean that tactic works in a slower ship of course.

Gankers block you if you fly speed builds.
 

Deleted member 182079

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Gankers block you if you fly speed builds.
This particular individual would've done me a favour if he did. Came across him in New Borann before and he did the exact same, in the exact same ship - interdict, I escape, interdict, I escape. I only played along because I wanted to see when he'd give up. He was getting dangerously close to the concept of griefing alright.
 
Since we're talking about gank evasion: Most of the tips above are fine, but one thing is non-optional:

To escape the gank, you must high wake. Low waking is a death sentence.

Not because of mass locking (athough that is a factor, but not the most important one). The reason is because your attacker will just follow you to supercruise and pull you again.

Sure, some people try to low wake, then drop to normal space, and then high wake from the low space instance. This is a very low odds tactic and usually (in the vast majority of cases) results in them dying. We'll just lock on to your low wake signal, and drop on you, and the whole thing starts over again. This strategy basically relies on poor instancing for success, but generally speaking in the vast majority of cases, it ends poorly for the defender.

The best tactics are very simple to learn:
  • Submit to interdiction
  • 4 pips to SYS and 2 pips to ENG
  • Boost in attacker's direction but do not try to ram
  • Use vertical & lateral thrusters to be evasive
  • Select any nearby system in range from your left hand panel and lock it
  • Continue boosting at the attacker and being evasive until your FSD cooldown ends
  • HIgh wake (hyperspace jump) away as soon as possible

With A-rated shields, ideally some shield boosters and hull and/or module reinforcement - and even moreso if you have even a bit of engineering - you should be able to survive the overwhelming majority of gank attempts using these tactics.

Gankers and PVPers themselves use these exact same tactics when they find themselves on the losing end of the fight, and heck, if you are getting messed up by NPCs you can use it then, too.

Here's what most people do when they are ganked:
Boost in a straight line while (presumably) spamming their low wake button. Many times they don't have pips to SYS even though they are under attack, making their shields disappear almost instantly. They get caught, mass locked, and rammed/shot to pieces by their pursuers. Our gank ships are almost always capable of well over 500m/s boost speeds and can catch almost anything in the game, with a few rare exceptions. So running in a straight line is always the wrong answer.*

*
If you have a Viper Mk III, iCourier, or other extremely fast ship, it's still best to at least boost towards the attacker for the initial merge, then use your amazing speed to escape. The more you make the ganker have to turn around to shoot at you, the less time they can spend actually shooting at you.
 
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I'm loving "Open" in MSFS, and that doesn't have any PvP or ganking! In other words, there's gameplay to be found outside of "pew pew pew".
I've played civilian flight sims for years and I never stick with them - because there's nobody to shoot!

The views are nice but I get bored really, really quick.
 

Deleted member 182079

D
Yes, I've seen running away in normal space described as an exploit. :)
Yup - I wanted to get back at ganker A who I interrupted whacking SRVs at Dav's Hope, in my Combat Cobra - when I realised that my DPS doesn't really do anything against his Prismo Python, I returned to drop his shields (I have a Torp Courier for that), upon which ganker B (the frag Krait) interdicted me on the way from my FC. I fired my torps, didn't land because the Krait was too fast, so I had to return to my FC to restock.

Eventually met ganker A in his Python, still at work at Dav's Hope, sure enough dropped his shields upon which he ran (he should've known that I didn't have much else to offer - the third hardpoint carries packhounds - the ship was originally built for PvP piracy in Borann, but it's nice to give noob gankers a bit of a wake up call if nothing else).

So I went back to my FC, and ganker B interdicts me at least 8-10 times in a row - I was out of ammo so couldn't engage even if I wanted to. So eventually I switched to my Vette, went back to Dav's, and both of them teamed up against me, which is what I described in my post further above.

Down to one ring due to getting rammed in a Prismo Krait and shot at by two ships carrying Pacifiers - tactical retreat. And then the taunting started, why am I running away bla bla etc.
 

Deleted member 182079

D
Since we're talking about gank evasion: Most of the tips above are fine, but one thing is non-optional:

To escape the gank, you must high wake. Low waking is a death sentence.

Not because of mass locking (athough that is a factor, but not the most important one). The reason is because your attacker will just follow you to supercruise and pull you again.

Sure, some people try to low wake, then drop to normal space, and then high wake from the low space instance. This is a very low odds tactic and usually (in the vast majority of cases) results in them dying. We'll just lock on to your low wake signal, and drop on you, and the whole thing starts over again. This strategy basically relies on poor instancing for success, but generally speaking in the vast majority of cases, it ends poorly for the defender.
I will argue that it is optional.

As I said before, it depends - on what ship you fly and who and how many are after you.

If it's a wing, then sure it's better to hi-wake, but once you get some practice it can be fun to mess around with your ganker(s) in SC. Keep facing them while idle (works only if you're not facing a team), or fly out into the black and let them follow you; make a meta-game of it to see how long it takes until they cop on and give up. You can drop in and out of SC/normal space if you want to arrive at your destination, if you're on PC just switch on the bandwidth monitor and as soon as the numbers go up you hit the FSD.

I've done this with attacking wings in the past, including those for whom wing-ganking is their sole raison d'etre (beats me how they don't get bored but as long as they have fun I suppose).

Or spend some time in the orbit of a planet, where you can't be interdicted. The ganker will eventually lose interest and you're good to go -

Hi-waking means you have to start afresh from the star entry point, and you'll likely be instanced with the same crowd again, Groundhog Day style. It's only my if-all-else-fails option.

* If you have a Viper Mk III, iCourier, or other extremely fast ship, it's still best to at least boost towards the attacker for the initial merge, then use your amazing speed to escape. The more you make the ganker have to turn around to shoot at you, the less time they can spend actually shooting at you.
Again, it depends. My combat fitted Courier boosts close to 880m/s, even my SRV-laden exploration Courier boosts about 750m/s, and both are sturdy enough to take a few rail hits - no point in moving towards your attacker as you run the risk of them being able to ram you. That's more risky than them catching up (which they simply won't).

For noobs in unengineered ships though, yes low-waking is usually a death sentence as they tend to panic (I certainly used to) and also may still lack the spacial awareness and don't keep an eye on the radar.
 
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