You sound very smart here but, wait, no, you don't actually.
Just so you know.
This is how Far I read your Post.
Pls do me a Favor and at least attempt to Answer halfwat Politely.
If you start off by Offending others. You better not expect anyone to actually bother Reading what you have to say.
I did say it was the first month I played, and it wasn't a full 3km true, more like 2.7 km as he sniped me from behind as I exited the mail slot. Lost 3 Asps in 10 minutes this way, till I finally learned my lesson and bought a Cobra before leaving again. Back then I tended to flee in straight lines so I was an easy target. The AI is pretty good at lining up these easy steady shots. Especially on ships with BIG hitboxes like the Asp or the
Clipper.
Not sure if you played Beta, but engi mods allow increased range to almost 5 km. Which is very likely why you were being nailed from range.
Gaining distance works well if you have the defenses/shields to pull it off. However if you are heading away from an Enemy that is nearly facing you, and your shields are already down, then you are easy meat for for the next 10-15 seconds until you get out of range, as I am sure you know by now. You may have only heard the rail sound, but the Anaconda has a pretty tight firing pattern convergence. The odds are high that you were hit with a few full force volleys before your FSD was shot out. Anacondas can lay down devastating damage if they point at you your back from within their effective range. Even fast
small ships with a small profile, like the Cobra, can get nailed by them from unusually high distances because of their hardpoint convergence.
As for NPC aiming accuracy, I have been experiencing the exact opposite. They can't seem to hit at all with PAs and their rails only hit 20% of the time from ANY range even when I am in their firing arc. Since 2.1.02 dropped, their aiming has gotten even worse. The D3 shields on my DBS (small ship with a BIG hitbox) last for 2 minutes against a Master NPC while doing nothing but standing stock still with 4 pips to SYS. They still miss!!! It's flipping
sad I tell you.
Anyway, I'm sorry about your loss. Sounds like you almost made it too.
1.
The Mods Increase Max Range. But they dont give you the Ability to Accurately Aim at Someone on this Range.
Problem is not Weapons shooting this Far at all. But that the AI can actually Home In 9 of 10 Shots at this Range.
I can Accurately Shoot at Enemies on up to 2km archieving maybe 7 of 10 Hits.
Now I am not the Best guy there is for that. But Generally from what I meet in Open. I dont Remember a Single Time were People had more than 50% Hitrate on 3km
An NPC Archieving almost 100% on 4km is just Wrong. And its got nothing to Do with Skills. Its Simply an Stats Buff.
2.
AI is Always Stats Mate.
See the Problem here is. That AI actually managing something like a Human is very Hard.
If that was Possible you would long Since have Combat Jets which are Flying and Fighting on Autopilot.
Now why do you think AI can Utilize their Stuff to 100% how no Player can ever Possibly Manage ?

The Reason is because the AI Ignores some Stuff here.
You see. A Player has 2 Disadvantages towards AI.
1.
The Player has to Deal with the Consequences of his Controls and Adjust Based on that.
The AI However Ignores this. It knows exactly what happens before it happens and thus has Adjusted everything before Controlling. (Or in Case of Optimised Games which dont want to Draw too much Processing Power. The AI will simply not have any Mass Force etc applying to it and simply Simulate the wanted Movement from the Start. That by the way is also whats done Here.)
Thats why an Player will NEVER reach anything close 100% Accuracy against an Target that Performs Evasive Maneuvers.
But an AI can do this.
It does not need to wait for you to actually Move and then Adjust towards it.
The moment you press the Button it knows you will Move and also exactly where your heading. It then Adjusts for this thus Archieving an almost 100% Accuracy.
2.
The Player has to actually Input Controls and Apply Control of how much he Inputs.
The AI can always just set the Input Parameter without needing to Physically Move anything. As such it can manage much much better and much much faster than any Player actually can.
Now there is 3 Possible Scenarios for this.
A.
The most Expensive one as it requires massive Processing Capacity. Means that AI is given a Time lag in Controls thus more or less Simulating the Disadvantage of an actual Person which needs to actually Push a Button for it. This Forces the AI to work like a Human here as it has to actually invest time to do an Control which of course will happen after the situation has already changed a bit. Meaning the AI will just like a Human always Lag behind by about 1 Second.
Further Advanced the AI will then of course be Programmed to Anticipate certain Patterns and be set to try and stay in front of Movements.
But this again is extremely capacity eating for Processors. And in many Games it simply Fails because the AI becomes unable to Hit anything Human as the Human starts Turning a bit randomly thus Setting off the AI.
Programming an AI like this is very very challenging.
B.
The AI is simply set to lower Parameters. its basicly making mistakes on Purpose so its Perfect Ability and Zero Time lag of Responses does not Stick out so much.
This by the way is also the Method we had here before.
C.
The Method we got Currently.
The AI is simply not Limited here.
It then Starts Performing at levels where Humans cannot Touch it anymore. It will Outpilot Any Human Pilot because even the best Pilot in the World. Cannot Control the Craft with his Mind and Zero Lag.
And thats called Stats Increase. Its not actually Increasing the AIs Decision Making or Skills.
its merely introducing an Not Human Factor which allows the AI to Perform Superior to any Human.
No Offense Mate. But the reason why Humans are still Required to do things. Is because AI up to this very Day. Is not Capable of Piloting without Cheating.
You might not Notice that because you dont know that much about Artificial Intelligence and Automatics.
But if you really Think. That the AI is Currently Strong because its Skills and Decision Making have been Improved. Than you have been Fooled properly there Mate
3.
The Key is Evasive Maneuvers.
Unlike AI. A player will not See your Support Thrusters on 2km Range.
If you move Up or Down. Left or Right without actually Pointing the Nose of your Ship. Human Pilots have no Way to Know this before they actually see the Target Lead Marker Change the Heading.
And if you Randomize this Movement Human Players will not score Bigger Hits on you using Fixed Weapons. Even less will they be able to Pinpoint an Module of Yours.
Moreover since the Enemy has to turn his Nose to Aim after you. He will be Slowed by this.
If you got the Skills for it. Turn Flight Assist Off and get even more Effect out of your Support Thrusters. Be Careful tough as this can fairly Fast Reduce your Speed rather than Serve as Evasive Maneuvers. Because you lose your Bearing.
4.
Well. Your Experience is Really Very Different From mine then.
Albeit I have not yet gotten to Testing the last Mini Patch. (I was roughly 1600 Light Years out of the Bubble when it came around. Doing some Survey Runs and making Sure my Name is Recorded somewhere lol)
Before that. I had cases where my Shield Lasted not even 10 Seconds. Which is Fairly Sick given I am using a Class 7 BI Weave Shield with 2 Grade A Shield Boosters.