Horizons Boost problem

Why is it that when I'm doing community supplies etc that I can boost normally, yet when I'm doing the same and then get interdicted my boost does not replenish as quick, thus giving the AI an advantage, my only option is to get away asap or risk being blown up. My ship is kitted out as high as it can to go, so I don't believe it's that. Totally unfair advantage to the AI once again, so no point in trying to defend yourself.

[knocked out]
 
Why is it that when I'm doing community supplies etc that I can boost normally, yet when I'm doing the same and then get interdicted my boost does not replenish as quick, thus giving the AI an advantage, my only option is to get away asap or risk being blown up. My ship is kitted out as high as it can to go, so I don't believe it's that. Totally unfair advantage to the AI once again, so no point in trying to defend yourself.

[knocked out]

Are you managing your pips? i can imagine if your interdicted you put more pips to sys, therefore providing the engines with less juice, so slower boost recharge
 
Are you managing your pips? i can imagine if your interdicted you put more pips to sys, therefore providing the engines with less juice, so slower boost recharge
I have max power to engines as I need to get the AI in front for obvious reasons, just transferred all power to sys and then pressed boost and that worked quicker than when I'm being interdicted
 
Last edited:
I have max power to engines as I need to get the AI in front for obvious reasons

I can't think of any obvious reasons. When you get interdicted, put 4 pips to engines and 2 to shields, then submit. As soon as you drop out, boost. The NPC is always behind you, so boosting will increase the distance. Don't stop to look. By the time you've done a second boost, your FSD is charged. The NPC will fire at you as soon as he detects the FSD charge, so think about a third or forth boost before engaging it unless he's already firing.

All that assumes that you don't want to tangle with the NPC.
 
I can't think of any obvious reasons. When you get interdicted, put 4 pips to engines and 2 to shields, then submit. As soon as you drop out, boost. The NPC is always behind you, so boosting will increase the distance. Don't stop to look. By the time you've done a second boost, your FSD is charged. The NPC will fire at you as soon as he detects the FSD charge, so think about a third or forth boost before engaging it unless he's already firing.

All that assumes that you don't want to tangle with the NPC.
Thanks I'll give that a try
 
I can't think of any obvious reasons. When you get interdicted, put 4 pips to engines and 2 to shields, then submit. As soon as you drop out, boost. The NPC is always behind you, so boosting will increase the distance. Don't stop to look. By the time you've done a second boost, your FSD is charged. The NPC will fire at you as soon as he detects the FSD charge, so think about a third or forth boost before engaging it unless he's already firing.

All that assumes that you don't want to tangle with the NPC.

I'm afraid this isn't good advice. For two reasons.

1. The OP doesn't specify what ship he's using, if his ship cannot outrun the NPC then 4 PIPs to engines is a waste of time from the outset. OP Press the "target hostile" button to automatically target who's interdicting you as you get interdicted, then submit. If it's a Clipper or a Cobra and you're a T7 then you won't escape by running. 4 PIPS to shields, 2 PIPS to eng every time! Low wake or high wake depending on whether you're mass locked by a larger ship.
2. Even if you are going to run, 4 PIPs to engines makes less difference than you might initially think to how fast you're able to get away. At the very least you should be starting off with 4 PIPs to shields while you're in the max damage zone of the NPCs weapons (0.5-2km). Once your outside this zone, you've started to take less damage and you're running out of capacitor you can start to put pips in eng again. Putting 4 pips to eng straight away does not in fact increase your speed at all while you still have capacitor left.

Remember 4 PIPS to shields in the first instance no matter what the situation! You will not have the satisfaction of boosting quite as often after a while, but your overall speed will not be greatly slower and your shields will be 2.5x stronger.
 
Last edited:
I'm afraid this isn't good advice. For two reasons.

1. The OP doesn't specify what ship he's using, if his ship cannot outrun the NPC then 4 PIPs to engines is a waste of time from the outset. OP Press the "target hostile" button to automatically target who's interdicting you as you get interdicted, then submit. If it's a Clipper or a Cobra and you're a T7 then you won't escape by running. 4 PIPS to shields, 2 PIPS to eng every time! Low wake or high wake depending on whether you're mass locked by a larger ship.
2. Even if you are going to run, 4 PIPs to engines makes less difference than you might initially think to how fast you're able to get away. At the very least you should be starting off with 4 PIPs to shields while you're in the max damage zone of the NPCs weapons (0.5-2km). Once your outside this zone, you've started to take less damage and you're running out of capacitor you can start to put pips in eng again. Putting 4 pips to eng straight away does not in fact increase your speed at all while you still have capacitor left.

Remember 4 PIPS to shields in the first instance no matter what the situation! You will not have the satisfaction of boosting quite as often after a while, but your overall speed will not be greatly slower and your shields will be 2.5x stronger.

Sounds right. The speed delta isn't big enough to bridge the firing distance. Also, I feel that lateral thrust takes away forward acceleration when dodging their shots even more reducing the speed gain. Furthermore, I suspect the AI can shoot and boost regardless with whatever magic it conjures up.

4 pip in shileds and have your high-wake target selected (ROUTE!!!) BEFORE interdiction.
 
I'm afraid this isn't good advice. For two reasons.

1. The OP doesn't specify what ship he's using, if his ship cannot outrun the NPC then 4 PIPs to engines is a waste of time from the outset. OP Press the "target hostile" button to automatically target who's interdicting you as you get interdicted, then submit. If it's a Clipper or a Cobra and you're a T7 then you won't escape by running. 4 PIPS to shields, 2 PIPS to eng every time! Low wake or high wake depending on whether you're mass locked by a larger ship.
2. Even if you are going to run, 4 PIPs to engines makes less difference than you might initially think to how fast you're able to get away. At the very least you should be starting off with 4 PIPs to shields while you're in the max damage zone of the NPCs weapons (0.5-2km). Once your outside this zone, you've started to take less damage and you're running out of capacitor you can start to put pips in eng again. Putting 4 pips to eng straight away does not in fact increase your speed at all while you still have capacitor left.

Remember 4 PIPS to shields in the first instance no matter what the situation! You will not have the satisfaction of boosting quite as often after a while, but your overall speed will not be greatly slower and your shields will be 2.5x stronger.

I'm using a python maxed out (as far as I know) to it's max on power & current weapons onboard
 
I'm using a python maxed out (as far as I know) to it's max on power & current weapons onboard

My advice stands then, you can outrun some things in a Python, like Anacondas. But not quickly enough that you wouldn't want 4 PIPs to shields while you're doing it. Many NPCs can move faster than a Python they will be able to catch you (if they have a mind). The Pythons main strength is it's shields. I assume it's a trade Python but ff it's a combat Python it should have SCBs too which make it virtually indestructible...
 
Do what I suggested, and then come back and tell us if it worked. Don't listen to the theorists.

It's not theory if you do testing to prove it d8veh, and I wasn't even the first to do such testing. Others have done a very thorough job. I didn't start out a theorist, I started out a PVPer who was fed up of getting my ass kicked by more experienced commanders who knew more than me ;-) It was actually someone on this forum who explained this mechanic to me long ago and I've taken a largely evidence based approach ever since because he was right. The problem is, what you suggest will work much of the time because you can get away with it with certain ship combos. But doing things without truly understand how the mechanics work will ultimately lead to frustration.

Once you've been on this forum a while you'll realize that there is a constant stream of videos made by commanders have have died with 4 PIPs to engines (many in Pythons and Anacondas) wondering what they've done wrong... trying to escape too slowly from NPCs that can keep pace with them. If it helps, I'm yet to die in 2.1 to either commander or NPC so it's fair to say I do have some "practical" experience ;-)
 
Last edited:
Do what I suggested, and then come back and tell us if it worked. Don't listen to the theorists.

this is no theory, it's plain logic: if you *can* outrun the interdictor your best bet is 4 to eng. if you can't, put 4 to shields and pray.

it just depends on your speed relative to your interdictor's: judge the situation (it might get spicy with the new mods).
 
yet when I'm doing the same and then get interdicted my boost does not replenish as quick

you cannot possibly be doing the same, unless this is a bug (*). did you find out what's different? pips, really? (would surprise me because you stated to have 4 to engines when interdicted, and that would have the opposite effect).

(*) or there is a feature i'm not aware of that reduces ship capabilities when interdicted. never heard about that, nor noticed.
 
NPC Interdiction = Free Credits.
If I'm in my cargo hauler, it's death by mines.
If I'm in my explorer, it's death by laser.
And if I'm bounty hunting... may the powers that be have mercy on their souls, because I will certainly not.
 
I'm afraid this isn't good advice. For two reasons.

1. The OP doesn't specify what ship he's using, if his ship cannot outrun the NPC then 4 PIPs to engines is a waste of time from the outset. OP Press the "target hostile" button to automatically target who's interdicting you as you get interdicted, then submit. If it's a Clipper or a Cobra and you're a T7 then you won't escape by running. 4 PIPS to shields, 2 PIPS to eng every time! Low wake or high wake depending on whether you're mass locked by a larger ship.
2. Even if you are going to run, 4 PIPs to engines makes less difference than you might initially think to how fast you're able to get away. At the very least you should be starting off with 4 PIPs to shields while you're in the max damage zone of the NPCs weapons (0.5-2km). Once your outside this zone, you've started to take less damage and you're running out of capacitor you can start to put pips in eng again. Putting 4 pips to eng straight away does not in fact increase your speed at all while you still have capacitor left.

Remember 4 PIPS to shields in the first instance no matter what the situation! You will not have the satisfaction of boosting quite as often after a while, but your overall speed will not be greatly slower and your shields will be 2.5x stronger.

Can back up this is best method, the difference between 2 shield pips and 4 shield pips is more beneficial than the difference between 2 & 4 engine pips, especially whilst boosting.

Also FA/off for max acceleration/speed maintaining.
 
The main point here is that if you can run, then 4 pips to engines to get outside of weapon and mass-lock range faster is always the better option. You will take far less damage that way because by the time they start firing you will already be near-max range for their weapons and take little damage. On the other hand, if you are too slow to run then yes, you're better off putting 4 pips to shields and trying to tank as much damage as possible on your shields as you charge your FSD. It really depends entirely on the ship you're flying. If you can run, maximize your ability to run. If you can't run, maximize your ability to take damage.
 
The main point here is that if you can run, then 4 pips to engines to get outside of weapon and mass-lock range faster is always the better option. You will take far less damage that way because by the time they start firing you will already be near-max range for their weapons and take little damage. On the other hand, if you are too slow to run then yes, you're better off putting 4 pips to shields and trying to tank as much damage as possible on your shields as you charge your FSD. It really depends entirely on the ship you're flying. If you can run, maximize your ability to run. If you can't run, maximize your ability to take damage.

That's it. One other thing. As far as I can see, the NPCs that interdict you don't use boost, so even when you have a slower ship, two or three boosts will get you out of range of where he can do serious damage. The idea is to boost as frequently as you can before the NPC starts to fire. Normally, but not always, the NPC waits until he detects that you're trying to jump before he starts firing. Shields don't help you when he's not firing, but distance does. As long as he's not firing, you don't need to engage your FSD. A few extra boosts will get you more distance from him, which means less damage when he does start. To boost at the highest frequency, you need 4 pips to engines.
 
the NPCs that interdict you don't use boost, so even when you have a slower ship, two or three boosts will get you out of range of where he can do serious damage

Actually, they're really random... Once they've started to fire on you they will usually boost and they will try to keep up. Sometimes they'll fire on you very soon after indiction but very often they won't. I was interdicted by a Clipper yesterday and I wanted to kill him with mines in my Asp. I ended up having to completely stop and wait for him to catch up.. I worked out that he was travelling about 70 m/s and just wouldn't fire on me until I sat only 500 m from him. I've had that experience many times. Other times though, they really go for it, so it just depends.
 
Actually, they're really random... Once they've started to fire on you they will usually boost and they will try to keep up. Sometimes they'll fire on you very soon after indiction but very often they won't. I was interdicted by a Clipper yesterday and I wanted to kill him with mines in my Asp. I ended up having to completely stop and wait for him to catch up.. I worked out that he was travelling about 70 m/s and just wouldn't fire on me until I sat only 500 m from him. I've had that experience many times. Other times though, they really go for it, so it just depends.

I only get interdicted by Elite FDLs and Anacondas. They rarely get a shot on my Cutter before I'm gone. An FDL should be able to catch me easily, but they don't.

Anyway, all the theory can be chucked away. All OP needs to do is try the two methods and see which works best. I'll stick to my way of doing it. You can stick to yours if you want, though you might want to try my way first before deciding.
 
Back
Top Bottom