Hi Captain Pugwash 
Thanks for the advice
....Understood.
Jack
Thanks for the advice
Jack
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.^^ 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.
No substitute for experience, good on you for giving it a go to find out for yourselfHi Captain Pugwash
Thanks for the advice....Understood.
Jack![]()
^^ 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.
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".
Yes, I've seen running away in normal space described as an exploit.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.Gankers block you if you fly speed builds.
Yes, I've seen running away in normal space described as an exploit.![]()
I've played civilian flight sims for years and I never stick with them - because there's nobody to shoot!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".
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.Yes, I've seen running away in normal space described as an exploit.![]()
What a load of nonsense. Prove it.Yes, I've seen running away in normal space described as an exploit.![]()
What a load of nonsense. Prove it.
I will argue that it is optional.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.
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).* 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.
People accuse you of all sorts of rubbish when things don't go their way. I've been called a cheater just because the AspX I was flying in didn't blow up as expected, thanks to it being filled to the brim with G5'd HRPs.What a load of nonsense. Prove it.