Counter to FSD reset/interrupt?

I'm fairly certain mass lock munitions don't apply to high-wakes, and if you were trying to low wake, I'd expect another Cutter in the vicinity that you didn't notice before I'd think of a masslock torpedo. Can't entirely rule out the torpedo, but 90% of torpedoes are reverberating cascade and most of the rest will be deep cut. Mass lock munitions is exceedingly rare, because it's crap.
They had also a cutter, in at least one instance so that is explained.
Thank you for your detailed answers, Morbad.
 
...so assuming we're talking about habitual illegal destruction just for the "kicks" by some folks, then the Crime and Punishment system should be coming into effect should it not? Because if it's not, then what's the point of it?
I can't answer your questions directly, but

I prefer opportunities and alternatives over restrictions and fines. I was exclusively playing in open, that is one alternative.

The point where I get also a bit annoyed is when my own play style gets overly affected by that of others.
But having plenty of rebuys on my account provides at least alternative attempts.
Plus maybe I find out later, that what I originally set out to do or how I wanted to go about it are no longer that important to me or the best way.

Even so, I'd also like to better understand what happens. With this gazillion of specialised effects (paper suffocating stone?) and custom colours for weapons it's a bit hard.
 
I thought it destroyed them, but I could well be mistaken.

Will double check later.
Ahh ok, yeah I'll give that a look too, might actually give ECM a place on a ship. Its a shame though because it could have been pretty cool an addition but the missile defence are mostly super half baked.

Here's my video for reference. Notice that after he stop charging ECMs, the missiles always hit the same spot.


 
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Here's my video for reference. Notice that after he stop charging ECMs, the missiles always hits the same spot.



Yeah, it's definitely deflecting them. Rather an odd implementation considering dumbfires would imply there is no guidance system to interfere with, but that's par for the course with FDevs mechanisms.
 
Ah yes, that's what I meant. Sorry for the mistake. I do remember posting a thread about this, but it seems it was gone with the old forums. Haven't checked yet but my video clips should still be on YouTube, titled ECM vs dumbfire or something like that.
Is your youtube name Feint? [edit] Yep!
 
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A size 7 shield, requires 4 torps with reverb cascade to drop (4), unless it is engineered to be tougher (Thermal Resistant, or Double Braced, or both, however even with BOTH the shield drops with the 5th torp). Torps are SLOW 200m/s. out run them, as point defense will likely NOT destroy torps (their HP is off the charts), or fit a turreted Frag Cannon (engineered with Screening Shell). The "Grom Bombs" have an eternity of recharge time between their effects... don't panic, replot, reengage fsd (pay attention, so u see their usage and connection). I am unsure if the effect is delayed PER SHIP, or if it is delayed PER CMDR (firing them), and such careful planning & coordination by the gankers MAY NULLIFY THIS NERF MECHANIC (i havent tested this yet). But... the main issue lies with, YOU are a VETTE, not a Farragut Class Battlecruiser, 4 ships are not a cake walk, even 4 sidewinders (properly engineered). You are not invincible, learn your & your ship's limits, fly within them. Gankers are a thing in ED, get over it. I wont sit here and tell you to "Git Gud CMDR", but that may be the remedy. Corvettes make CMDRs feel like the KING of any PvP encounter. High DPS output, yes... But less than an Anaconda, with the same maneuverability as the Conda... same speed as the Anaconda... Cutter is a Shield Tank, Anaconda is a Hull Tank, the Corvette is a DUAL TANK. That's it, period. Cutter has SPEED, where the other 2 do not (excel in maneuverability instead). Long story wrapped up, "Gankers use Medium ships & numbers for a reason... They're better. Fly in a Wing, or don't fight a Wing without a Wing, YOU WILL LOSE (unless they suck... lol)"

Edit*
Maybe you should invest in a T-10, as it is THOROUGHLY UNDERESTIMATED, and may fit your combat style better, it is quite the beautiful (and deadly) machine in the correct hands!!!
So, as a non-PVPer, does this mean a viper or eagle with a few torps and engineering would make an effective interdiction/shield-buster in a wing? I was thinking about this today for some reason but I have limited experience in this area. or is that just totally irrelevant with a medium ship class having more hard points and options?
 
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.
FA-off actually reduces your ability to change your flight vector. It can help with rotation, but it reduces the ability of your thrusters to change your non-forward speed. If you're just toggling it here and there it can help (using it to rotate away from your current vector, then turning FA back on to give your thrusters their full strength to counter your non-forward speed), but just leaving FA-off largely changes your flight path into a series of straight lines if you're boosting.
 
Good to know, I can't do full FA off flight!
Thrusters are most powerful when they're slowing you down in FA-on mode (i.e. slowing down a belly flop), iirc. Did some testing on it a while back, and I'm pretty sure I posted a mini research thread with my results. I don't really know the new forum's search tools though, so you're on your own finding it.
 
Forum search tools are rarely any good! lol :p, I'll use Google if need be, what's the name of your thread?

Re the FSD resetting modded weapons (dumbfires, Groms & mines right?), can each one be used in turn to create a permanent FSD resetting attack??
Certainly felt like that sometimes, maybe the other cmdrs had them too? Seems OP to me....
 
So, as a non-PVPer, does this mean a viper or eagle with a few torps and engineering would make an effective interdiction/shield-buster in a wing? I was thinking about this today for some reason but I have limited experience in this area. or is that just totally irrelevant with a medium ship class having more hard points and options?
by the time you wake in, get into position, then fire (praying you don't mess it up)… you could have added MUCH MORE DPS in that time with literally any other weapons set up on the same viper [2 PAs (TLB+DF) + 2 Rails (2 FBCs)], and been WAY MORE HELPFUL, even missing most of your shots
 
Now I have a very entertaining video ready for upload that shows exactly why bringing torps to kill high level PvPers is a stupid idea.

Webgear be dammned, torps are such neiche case where they can be used appropriatley, try to bring them out willy nilly? Yeah. Your opponent will make YOU eat the torps
notice my reply just above...
 
FA-off actually reduces your ability to change your flight vector. It can help with rotation, but it reduces the ability of your thrusters to change your non-forward speed. If you're just toggling it here and there it can help (using it to rotate away from your current vector, then turning FA back on to give your thrusters their full strength to counter your non-forward speed), but just leaving FA-off largely changes your flight path into a series of straight lines if you're boosting.

Negative, how you manage your transitional thrusters in FA off dictates how your ship will perform, whilst your Acceleration/decceleration is somewhat reduced the trick lies in retaining momentum. The transitional thrusters are there to guide the ship in the desired direction whilst your nose moves to the target, the two movements are entirely seperated. Moreover, you can change vector considerably faster IF you're bang on the timing for "spacegrip". This varies wildly between vessels but most of them are capable of extremely rapid vestor changes in FA off. Especially the smaller ones.
As for the boosting in straight lines, yes, if you're not well versed in FAO that will occur very often, but over time that becomes far less of an issue.

As you can see here, full FAO is not stopping the ship from changing vector rapidly, nor is it causing the ship to fly in straight lines. In fact quite the contrary. Provided you have the thrusters pointing in the required direction, changing your vector is no slower than FAon.

Not to say that toggling isnt an advantageous thing, but I don't think it makes you any more or less effective unless thats just your preffered style of flight.

Source: https://www.youtube.com/watch?v=hZB_sPgFGso&t=345s
 
FA-off actually reduces your ability to change your flight vector. It can help with rotation, but it reduces the ability of your thrusters to change your non-forward speed. If you're just toggling it here and there it can help (using it to rotate away from your current vector, then turning FA back on to give your thrusters their full strength to counter your non-forward speed), but just leaving FA-off largely changes your flight path into a series of straight lines if you're boosting.

Negative, how you manage your transitional thrusters in FA off dictates how your ship will perform, whilst your Acceleration/decceleration is somewhat reduced the trick lies in retaining momentum. The transitional thrusters are there to guide the ship in the desired direction whilst your nose moves to the target, the two movements are entirely seperated. Moreover, you can change vector considerably faster IF you're bang on the timing for "spacegrip". This varies wildly between vessels but most of them are capable of extremely rapid vestor changes in FA off. Especially the smaller ones.
As for the boosting in straight lines, yes, if you're not well versed in FAO that will occur very often, but over time that becomes far less of an issue.

FA On does considerably amplify a vessel's negative acceleration and allows for some maneuvers that cannot be done with FA Off. With FA off you can't really ever accelerate faster than you can boost forward...but with FA On, if you are accelerating opposite your current movement vector you can usually do this several fold faster than you could with FA Off, even if you were boosting, with no overshoot. The deceleration possible is completely comical, like triple digit g, in some cases.

That said, boosting/drifting in straight lines is not really a problem as long as someone isn't just using FA Off as a substitute for vertical/lateral thrust...that's a big mistake novices tend to make. One's laterals may feel less responsive FA Off, but as you note, they are certainly not less important.

Ok, so I've found out that the FSD interupt effect can't be stacked between missiles, what about between missiles & mines?

FSD reboot effects do not stack (though a gromb bomb with the FSD reboot mod has been demonstrated to get a small duration buff) and they share the same cooldown.

However, ion disruptor mines, which reboot thrusters, will also interrupt an FSD charge and have a different cooldown from FSD interruption.
 
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I have run into these(Not sure what exactly they are), you can see them inbound on the radar and very fast. I pitch up and roll with FA-Off and boost, boost boost till I can wake, it's like a very long set of barrel roles making it very hard to hit me again.
 
FA On does considerably amplify a vessel's negative acceleration and allows for some maneuvers that cannot be done with FA Off. With FA off you can't really ever accelerate faster than you can boost forward...but with FA On, if you are accelerating opposite your current movement vector you can usually do this several fold faster than you could with FA Off, even if you were boosting, with no overshoot. The deceleration possible is completely comical, like triple digit g, in some cases.

That said, boosting/drifting in straight lines is not really a problem as long as someone isn't just using FA Off as a substitute for vertical/lateral thrust...that's a big mistake novices tend to make. One's laterals may feel less responsive FA Off, but as you note, they are certainly not less important.



FSD reboot effects do not stack (though a gromb bomb with the FSD reboot mod has been demonstrated to get a small duration buff) and they share the same cooldown.

However, ion disruptor mines, which reboot thrusters, will also interrupt an FSD charge and have a different cooldown from FSD interruption.
Exactly. Lateral thrusters are way more powerful when it comes to killing non-forward speed (a critical part of changing your flight vector) in FA-on mode. Thanks for backing me up. Good to know there's still plenty of people that love to call me outright wrong on things I've done controlled testing on.
 
So back to my question, I think I posed earlier! ;), if someone has FSD disrupting missiles or mines and thruster disrupting (Ionic, right?) mines, aside from PDs & using lateral thrusters, is their any other counter/way to escape? (assuming you're in a slower ship, in my case a conda).
 
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