Counter to FSD reset/interrupt?

I get ganked at the CG by 4 ships, I have incoming from multiple directions with no idea which way to turn and boost. If I pick a direction and choose wisely, I high wake away, if not i'm dead. FSD reset or interrupt? These are dumbfire missiles or torps? I'm not sure, maybe both. What is the best counter to this technology besides flying in solo? Is there something I can put on my ship to give me more time?
 
I get ganked at the CG by 4 ships, I have incoming from multiple directions with no idea which way to turn and boost. If I pick a direction and choose wisely, I high wake away, if not i'm dead. FSD reset or interrupt? These are dumbfire missiles or torps? I'm not sure, maybe both. What is the best counter to this technology besides flying in solo? Is there something I can put on my ship to give me more time?

Point defense turrets. Two on top, two on the bottom, preferably in the mount that has a good backward arc.
 
I get ganked at the CG by 4 ships, I have incoming from multiple directions with no idea which way to turn and boost. If I pick a direction and choose wisely, I high wake away, if not i'm dead. FSD reset or interrupt? These are dumbfire missiles or torps? I'm not sure, maybe both. What is the best counter to this technology besides flying in solo? Is there something I can put on my ship to give me more time?
Point defenses can help - but they're dumbfires, so if they fire them from close enough, they won't have time to work.

Evasion helps a lot - they're dumbfires, so they're slow. If you keep changing direction - use lateral thrust when you boost and otherwise, keep boosting as much as you can, try to run around them rather than away from them - you can be a much harder target.

Finally: they only work once - their cooldown is longer than the time it takes to reboot the drive and high-wake - so in the tougher ships a viable strategy is to pile on more shields, *keep dodging*, and then high-wake after your drive has reset. Resetting your drive buys them more time, but you can have your drive rebooted and have high-waked out under 30 seconds after that, which should be survivable for a combat-fit ship if you don't let them get a minute of sustained fire on you.

You don't say what you're flying - evasion is obviously less practical in a big-3, but you should easily be able to pile on a couple of minutes of shielding there. In a smaller ship, chaff might help depending on exactly who is attacking, or it might be a waste of a utility mount.

(Heatsinks/silent running is likely a complete waste of time - if they can tag you with a dumbfire they can certainly get you with an emissive pulse or multicannon - but you may as well go silent anyway once your shields drop just in case)
 
Point defenses can help - but they're dumbfires, so if they fire them from close enough, they won't have time to work.

Evasion helps a lot - they're dumbfires, so they're slow. If you keep changing direction - use lateral thrust when you boost and otherwise, keep boosting as much as you can, try to run around them rather than away from them - you can be a much harder target.

Finally: they only work once - their cooldown is longer than the time it takes to reboot the drive and high-wake - so in the tougher ships a viable strategy is to pile on more shields, *keep dodging*, and then high-wake after your drive has reset. Resetting your drive buys them more time, but you can have your drive rebooted and have high-waked out under 30 seconds after that, which should be survivable for a combat-fit ship if you don't let them get a minute of sustained fire on you.

You don't say what you're flying - evasion is obviously less practical in a big-3, but you should easily be able to pile on a couple of minutes of shielding there. In a smaller ship, chaff might help depending on exactly who is attacking, or it might be a waste of a utility mount.

(Heatsinks/silent running is likely a complete waste of time - if they can tag you with a dumbfire they can certainly get you with an emissive pulse or multicannon - but you may as well go silent anyway once your shields drop just in case)

I'm in the vette. Another guy takes out my shield gen with torps (integrity 183). I'm not sure about "only works once" because my FSD comes back several times and fails several times while I'm boosting away and changing directions.

Point defense turrets. Two on top, two on the bottom, preferably in the mount that has a good backward arc.

I'll try this. That's one way to reduce SB stacking.
 
I'm in the vette. Another guy takes out my shield gen with torps (integrity 183). I'm not sure about "only works once" because my FSD comes back several times and fails several times while I'm boosting away and changing directions.



I'll try this. That's one way to reduce SB stacking.

Technically it would work just once before you have enough time to high wake out. But the thing here is, you didn't have your shield up, which means they could've just attacked your FSD module. Any damage on FSD could lead to malfunctioning, different from rebooting caused by the missile.
 
As the other guy mentioned, your fsd may malfunction at 80% or less integrity. Fsd reboot missiles and mines have a cooldown that should provide a good escape window. That's independent of malfunctions due to module damage. I recommend shielded FSD's for any combat ship, as an FSD malfunction can mean the difference between escape and rebuy, in addition to your standard issue module reinforcement packages.
Lastly, not sure I agree on the heatsinks/silent running. Emissive weapons are not all that common but at the very least you'll briefly lose their targeting solution when you deploy a heatsink, and dumbfires are ridiculously hard to aim without a solution. Use heat sinks if you've got them, keep an eye on that FSD online notification so you don't miss your escape window
 
Additionally, I think the HUD warning for FSD disrupt is bugged. I haven't encountered them in a while, but I remember seeing the warning within the cool down period.
 
As the other guy mentioned, your fsd may malfunction at 80% or less integrity. Fsd reboot missiles and mines have a cooldown that should provide a good escape window. That's independent of malfunctions due to module damage. I recommend shielded FSD's for any combat ship, as an FSD malfunction can mean the difference between escape and rebuy, in addition to your standard issue module reinforcement packages.
Lastly, not sure I agree on the heatsinks/silent running. Emissive weapons are not all that common but at the very least you'll briefly lose their targeting solution when you deploy a heatsink, and dumbfires are ridiculously hard to aim without a solution. Use heat sinks if you've got them, keep an eye on that FSD online notification so you don't miss your escape window

Shielding my FSD is something I've neglected. With guardian FSD boosters in the mix now... hmmm.
 
Also, when evassive, try and fa off as much as possible, this keeps you vectoring in a curve and less prone to flying straight. This makes hitting you with anything fixed harder. Also apply vertical and lateral thrust randomly throughout your evasion.

Lastly, when charging fsd, only line up for your jump once your fsd is ready. Keep flying evasive until then.
 
Also, when evassive, try and fa off as much as possible, this keeps you vectoring in a curve and less prone to flying straight. This makes hitting you with anything fixed harder. Also apply vertical and lateral thrust randomly throughout your evasion.

Lastly, when charging fsd, only line up for your jump once your fsd is ready. Keep flying evasive until then.

good tip! Btw, what is the pylon limit for torps? I think I heard it was 3 pylons per ship, but I'm not sure.
 
Now im not 100% shure but i think if you put the fast boot mod on your fsd it will be up and running in no time

There is no pylon limmit for torps. You get 1 in a small and 2 in a medium but you can stuff every hard point you have with them if you want
 
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Fast boot FSD mod and PDTs (align yourself correctly!)

Fsd interrupt weapons: dumbfire missiles and mines. I am using an ion mine and FSD combo.on.my bombers for two seperate cooldowns to maximize kill potential. You can't jump without your FSD OR drives.
 
Fast boot FSD mod and PDTs (align yourself correctly!)

Fsd interrupt weapons: dumbfire missiles and mines. I am using an ion mine and FSD combo.on.my bombers for two seperate cooldowns to maximize kill potential. You can't jump without your FSD OR drives.

Do MRPs help mitigate damage? If so how many are needed? I hear conflicting numbers on these.
 
I read on the forums that these days the shields on the Corvette easily become so absurdly large that any kind of combat is basically an attrition game.

I don't have a Corvette myself, so I can't speak from experience, but how many PD do you have at your back for when running away? Maybe you can sacrifice some of the shield MJ for a few PD?
 
I read on the forums that these days the shields on the Corvette easily become so absurdly large that any kind of combat is basically an attrition game.

I don't have a Corvette myself, so I can't speak from experience, but how many PD do you have at your back for when running away? Maybe you can sacrifice some of the shield MJ for a few PD?

I did this. Just trying to cover all my bases. What if shield gen still gets knocked out? What's a good balance of MRPs?
 
Most games have stunlock counters. Most games have effective counters to all conditions whether they be skill lockouts, mobility restrictors, cooldown extenders, or dots.

Elite just isn't built that way. The game is definitely heavy on giving the first strike a huge advantage. Ganker's paradise really.
 
I did this. Just trying to cover all my bases. What if shield gen still gets knocked out? What's a good balance of MRPs?

Playing with coriolis.io, the module protection % appears to stack, so:
1 x D class => 60.0% protection
2 x D class => 84.0% protection
3 x D class => 93.6% protection
4 x D class => 97.4% protection

From the looks of it, and in my subjective opinion, three is the most I would ever use, but in your particular situation, I think I would go with 2.

BTW, to understand how the stacking works, think of how much damage goes to the module:
60% protection => 40% damage (0.4)
40% damage of 40% damage = 0.4 x 0.4 = 0.16 => 16% damage, hence 84% protection.
 
FSD reset or interrupt? These are dumbfire missiles or torps? I'm not sure, maybe both.

Both, and more.

Normal dumfires can be modded with FSD interrupt. Grom's PP weapon is an even better FSD disruptor dumbfire, that can also be slightly improved with the FSD interrupt mod.

Torpedoes can have masslock munitions, but almost no one uses them.

Mines can directly reboot the FSD with Shift-lock Canister and indirectly stop an FSD charge with Ion Distruptors that reset the thrusters.

Is there something I can put on my ship to give me more time?

PDTs are effective against dumfires and mines, if you make sure they are facing the direction of the munitions.

Evasive maneuvers can also help, though it's hard to dodge close range dumbfires in a Corvette, especially if you are trying to leave a RES and don't want to risk finding yourself masslocked by the ring.

Evasion helps a lot - they're dumbfires, so they're slow.

Evasion does help, but dumbfires are the fastest munitions at 750m/s, which isn't too bad.

Shielding my FSD is something I've neglected. With guardian FSD boosters in the mix now... hmmm.

I run a 471 integrity FSD on my combat vette.

good tip! Btw, what is the pylon limit for torps? I think I heard it was 3 pylons per ship, but I'm not sure.

As many as will fit.

An anaconda can carry 14 torpedoes.

Now im not 100% shure but i think if you put the fast boot mod on your fsd it will be up and running in no time

Fast boot works well in conjunction with low integrity FSDs and an AFMU, but most of the time I consider maxing out integrity to be the safer bet.

Do MRPs help mitigate damage?

Not from special effects like cascade, nor from indirect module damage like heat.

What if shield gen still gets knocked out? What's a good balance of MRPs?

Depends on your hull and internals.

I find a single D4 or D5 makes my hybrid vette essentially immune to module sniping, because it's got over 6.1k hull, ~50% resistances, an AFMU that I use to keep the single MRP intact, and integrity focused mods on critical internals.

For a setup with less durable hull/internals, two is probably a smarter option.

Most games have stunlock counters. Most games have effective counters to all conditions whether they be skill lockouts, mobility restrictors, cooldown extenders, or dots.

Elite just isn't built that way. The game is definitely heavy on giving the first strike a huge advantage. Ganker's paradise really.

There is a cool down on the FSD reboot effects and there are counters to all the weapons that can apply them.
 
Also ran into some FSD interrupt at the same RES earlier today:

[video=youtube;G1ke8WxiVvU]https://www.youtube.com/watch?v=G1ke8WxiVvU[/video]
 
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