Fed up with the NPC chain interdiction cheat

My complaint has nothing to do with the escape vector minigame or my ability to shoot pirates. The NPC are not playing by the same rules forced on the players.
-Pv-
 
My complaint has nothing to do with the escape vector minigame or my ability to shoot pirates. The NPC are not playing by the same rules forced on the players.
-Pv-

Maybe they don't take heat damage near a star, maybe they don't lose ~1% hull after a successful interdiction, but those are really minor issues.

Your main complaint seems to be about the FSD cool-downs, which are the same for both ships after an interdiction. If you submit, both ships have a short cool-down. If you lose the interdiction, both ships have a long cool-down. It is perfectly fine that an NPC can follow you back into SC and interdict you again, in fact a CMDR can chain interdict you much faster than an NPC can, I know because it's happened to me.

Bottom line is, if your goal is to escape an NPC, why are you submitting at all? Just win the interdiction and go about your day.
 
Personally, OP, I don't have a problem with the way it is working. Yes it is true that sometimes the NPC's are hard to shake. And sometimes they reappear even after you have left the system and returned. And if you took a mission that requires a lengthy time in-system because of the distances (didn't check did you?) then the likelihood increases. I just see that as the "Dangerous" part of Elite: Dangerous. If I want to avoid that situation entirely then all I have to do is stay out of Power Play, don't take illegal missions, and don't be a wanted man.

And if I do have a real challenge in achieving the end goal then that just makes it all the more interesting and challenging and that is the fun of the game. This is not Elite: Nursery.
 
First, don't play to the NPC's advantage.

Build yourself a ship that can outgun, outrun, outlast and out-carry most anything you will meet. Mine was/is a Python.

Against NPC's, 1v1, a properly fitted/flown Python will take on everything up to Elite Anaconda and come out on top, every time.

I have Military Armor, 4 MC's (HICAP magazines) and 1 PA, class A modules @ G5 (but G3 & 4 will work), Overcharged PP, Charge Enhanced PD, shields can vary, mine are Reinforced. Can use 402 pips and no overheating w/endless fire w/ the HICAP mags.

It's expensive but the satisfaction of being able to outfight or outrun any NPC is great.

I actually made a move to a Python pre-Engineers when I got tired of running away from NPC's when trading in T-ships.

Now, when I get a hint of an NPC interdiction, I drop down, stop, activate guns, set my pips and attack as soon ship shows and the "wanted" lights up. I recently scored a 500k bounty from one, great for the CR balance.

You have to commit yourself to the goal of saving up to the expense of a Python plus more than a few re-buys (160 mill for the ship).

One fellow CMNDR did what I did w/ a Python and it got him over the hump and he's well over half his way to his first billion in CR. He doesn't run much from NPC's.

This is not a secret formula, you can do the same in other ships.

You will get to the point where you will say to yourself how did I ever think NPC's were hard. Trust me, many others have found out the same.

Good luck.
 
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I will repeat:
1) If I successfully interdict an NPC, I get a long cool down regardless if they appear to submit or not.
2) If I'm successfully interdicted by an NPC after attempting to win the minigame I get a long cool down.
3) If I submit to an interdiction by an NPC I get a short cool down.

NPCs don't submit so they will have a long cool down and so will you.
 
Known solution:
High wake to a nearby system and back in again resets the NPC spawn.
This does not always prevent another chain from another NPC identity.
The current game code requires any ship interdicted next to the star after jumping in to high wake to another star to break the chain if combat is not desired.
Otherwise, combat to destroy the entity/wing is required. An unarmed trader will suffer more of these chains than a combat ship.

Erm, incorrect - the known solution is WIN THE INTERDICTION!! Then you aren't bothered anymore, plus it's super duper easy to win an NPC interdiction, almost impossible to lose (since the change earlier this year)
 
Erm, incorrect - the known solution is WIN THE INTERDICTION!! Then you aren't bothered anymore, plus it's super duper easy to win an NPC interdiction, almost impossible to lose (since the change earlier this year)
In my experience it depends a lot on your ship and fit out.

T9 loses almost every time.
Anaconda is very dependant on fitout but kitted out for high cargo capacity tends to lose more often than not.
T7 wins almost every time.
Orca another winner.
Dolphin is at least as good as its big brother.

Of course with combat ships I only fight the interdiction when damaged and out of ammo.
 
This has been going on for over a year and is widely reported. No indication Frontier cares about it.

Observed:
Within a few seconds of jumping into a star, the NCP interdiction taunt and a few seconds later, an interdiction.
Submit and escape back into supercruise.
Within 10 seconds I see a white ship dot in view rapidly approaching me from straight ahead and another interdiction taunt from the SAME NPC or wing.
Interdicted again a few seconds later.
Rinse and repeat without end.
If the interdicting NPC ship or wing is superior in firepower or mass lock, the unarmed trader suffers increasing damage with each interdiction and escape.
The interdicting NPC(s) does not suffer a cool down penalty.
The inderdicting NPC(s) does not suffer heat damage from being behind me and closer to the star than myself.

Known solution:
High wake to a nearby system and back in again resets the NPC spawn.
This does not always prevent another chain from another NPC identity.
The current game code requires any ship interdicted next to the star after jumping in to high wake to another star to break the chain if combat is not desired.
Otherwise, combat to destroy the entity/wing is required. An unarmed trader will suffer more of these chains than a combat ship.

Expected:
All NPC should suffer the same interdiction cool down time period the human player would in the same situation.
All NPC should suffer the same heat penalty the human player would when attempting to interdict a ship next to the star.

Conclusion:
A taunt and interdiction within a few seconds of entering a system while in closest proximity to star ALWAYS results in a chain interdiction by the same NPC identity.
The chain interdiction is possible because the NPC do not suffer the same cool down and heat penalties the human player does in the same situation.
NPCs should have to play by the same rules as the human player, even if the rules are arbitrarily gamey or nonsensical.
When these chain interdictions happen to me many times a day, I want to stop playing the game.

-Pv-

It's not cheating, it's literally what I do when trying to pirate other players.

I even carry a wake scanner, so high waking doesn't allow you to escape (not every time anyway)
I
 
It's not cheating, it's literally what I do when trying to pirate other players.

I even carry a wake scanner, so high waking doesn't allow you to escape (not every time anyway)
I

Partial success can also be achieved in tracking without a wake scanner by quickly targeting systems in navigation and looking for the one that lines up with the jump trail.
 
First, don't play to the NPC's advantage.

Build yourself a ship that can outgun, outrun, outlast and out-carry most anything you will meet. Mine was/is a Python.

Against NPC's, 1v1, a properly fitted/flown Python will take on everything up to Elite Anaconda and come out on top, every time.

I have Military Armor, 4 MC's (HICAP magazines) and 1 PA, class A modules @ G5 (but G3 & 4 will work), Overcharged PP, Charge Enhanced PD, shields can vary, mine are Reinforced. Can use 402 pips and no overheating w/endless fire w/ the HICAP mags.

It's expensive but the satisfaction of being able to outfight or outrun any NPC is great.

I actually made a move to a Python pre-Engineers when I got tired of running away from NPC's when trading in T-ships.

Now, when I get a hint of an NPC interdiction, I drop down, stop, activate guns, set my pips and attack as soon ship shows and the "wanted" lights up. I recently scored a 500k bounty from one, great for the CR balance.

You have to commit yourself to the goal of saving up to the expense of a Python plus more than a few re-buys (160 mill for the ship).

One fellow CMNDR did what I did w/ a Python and it got him over the hump and he's well over half his way to his first billion in CR. He doesn't run much from NPC's.

This is not a secret formula, you can do the same in other ships.

You will get to the point where you will say to yourself how did I ever think NPC's were hard. Trust me, many others have found out the same.

Good luck.

I do the same in a really lazy way, whenever I have to move poop I switch to my war anaconda swap the HRP's and maybe the fighter hanger for cargo bays and otherwise leave the build exactly the same. I could carry more cargo, or squidge out some more jump range but I prefer to just annihilate every pirate I see along the way.
 
The chain interdictions from NPCs who do not suffer cool down is back and worse than ever in 2.3.10 after claiming this was fixed in a previous patch. In the course of transiting the star to the station, I often get interdicted by the same NPC 5-11 times before I limp into the station with almost no shield left.

2.3.0 (Guardians):
NPCs

• Fix NPCs not having the long FSD cooldown after interdictions

This is added to the Guardians problem where the same NPC will follow me into the station and get injected into the instance just feet from my ship as I enter the slot. The loud drop sound is enough to startle me every time, then the hopelessness of trying to avoid the ship

-Pv-
You don't understand how the game works, and you're trying to force all of reality to bend to your misconceptions. There are bugs with NPCs. There are bugs with interdiction mechanics. The thing *you* are describing is not a bug, it is how the game is supposed to work. If you submit and low wake away, you can and will and *should* be interdicted by the same NPC over and over and over again. If you evade their interdiction by winning the mini game, you *wont* be "chain interdicted" by them, because they'll be knocked out of supercruise and unable to catch up with you again.

If submitting and low waking were an effective means of losing a "tailing" NPC, and gave the same result as winning the minigame (which is what you seem to be demanding), then there would be no point in trying to win the minigame because it would be a false choice. What purpose would it serve to fight an interdiction, and risk the penalty for failure, when submitting (i.e. intentionally losing), is just as effective, and safer, than winning?
 
I have never seen this chain interdicting thing. Does it only happen when you submit? I've never submitted to an interdiction, I don't even know how to submit. So when you win they drop out of cruise? I always wondered why they never came back.

I was forced to twice in my sidewinder (I was so , I even wrote their names down to get revenge, that was when I thought everyone was a player, didn't know about NPC's, hollow squares) and once in my Cobra full of mining cargo. I was interdicted all the time in the Asp Ex, always won the mini game thing EXCEPT the ONLY time I was interdicted by an actual player, I think it was a Keelback. I knew this time and I just turned and attacked, I was two jumps out of Maia in a uninhabited system, just scanning. I had his shields down before even locking on. I think they were relatively new as well as they just sat there and let me destroy him, probably just checking out how it worked.
 
I have never seen this chain interdicting thing. Does it only happen when you submit? I've never submitted to an interdiction, I don't even know how to submit. So when you win they drop out of cruise? I always wondered why they never came back.

I was forced to twice in my sidewinder (I was so , I even wrote their names down to get revenge, that was when I thought everyone was a player, didn't know about NPC's, hollow squares) and once in my Cobra full of mining cargo. I was interdicted all the time in the Asp Ex, always won the mini game thing EXCEPT the ONLY time I was interdicted by an actual player, I think it was a Keelback. I knew this time and I just turned and attacked, I was two jumps out of Maia in a uninhabited system, just scanning. I had his shields down before even locking on. I think they were relatively new as well as they just sat there and let me destroy him, probably just checking out how it worked.

Throttle to 0 if you are the victim, you both drop with a shortened cooldown. The OP is misunderstanding the game mechanics, and what he's describing isn't the old chain interdiction bug, that was getting 5-10 interdictions in a row with no time inbetween. The OP is just doesn't realise that submitting and low waking buys him time, but makes no 'progress' in the escape.
 
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