How can I survive this scenario - couldn't outrun interdictor

Hi

I just came across a scenario where I need your input in order to find out how to survive.

I fly an Asp Explorer out in Colonia. pretty much all parts are upgraded to max (no engineers, though). I have two shield boosters as well.

I'm mostly doing exploration (Elite) and trading (Entrepreneur) and only little combat (Novice), so whenever I'm interdicted by a stronger opponent I immediately submit, boost away with 4 pips to system and 2 to engine, engage FSD as soon as possible and keep boosting to put distance between me and the NPC. I play in Mobius, so I only encounter NPCs when in a combat scenario.

Anyway, what just happened was this: I got a mission update with a warning of a NPC coming for me. I could see from the bonus that this NPC was too strong for my Asp, so as soon as the interdiction came, I submitted, boosted away and engaged the FSD.

First off, the FSD was inhibited by a factor 12 mass. Second, the NPC used this time to take out my maxed out shields and then the hull.

So... what options do I have in such a situation? As I see it, it is pretty much a death sentence if I can't outrun or engage the attacker (and live).

How are you finding Interdictions hard? they are easy. i`m a noob and since the last patch the AI has never yet caught me... Well it did once, but that was due to external reasons. Seriously, just win the Interdiction.
 
How are you finding Interdictions hard? they are easy. i`m a noob and since the last patch the AI has never yet caught me... Well it did once, but that was due to external reasons. Seriously, just win the Interdiction.
Which ships are you flying? I tend to find them fairly easy too, when they don't bug out (which was more a pre-2017 issue for me). But I've never flown anything like a Type-9, and pretty much always stick with A-rated thrusters on at least moderately agile ships. So I figured maybe I was missing out on the situations where it gets impossible.
 
Man, an Asp has good SC manouverability. Fight that interdiction, don't submit. You should win easily against an NPC.

I beat an interdiction last night in a Beluga, and that thing is a slug in SC.
 
If you already lost shields or are badly damaged, you could try boosting away in silent running mode while trying to jump as a last ditch attempt to sneak away.
 
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...I immediately submit, boost away with 4 pips to system and 2 to engine...

I would go 4 pips to eng 2 to sys then boost twice while the NPC is deciding to fire. Then 4 pips to sys 2 to eng while taking fire and boost again. Chaff is also useful at this point. Pointe Defence will deal with incoming missiles. The increased distance from the NPC will lower the weapons hits and with enough distance get out of range. Then 4 pips to eng 2 to sys to continue increasing the range. At 8 km the NPC usually wakes out (if it hasn't been changed in an update). If the NPC is faster it will still take longer to close the distance. Plenty of time for high wake or low wake once the mass lock is broken.

All of this depends upon the Asp's shield strength, capacitor recharge ability for multiple boosts, flying skills, NPC weapons (up close they never miss with rail guns!) etc. Still A3 shields (often used by traders/smugglers) and two A0 boosters works for me.

Some mild engineering resolves this for most NPC interdictions. Ten count each of chromium, mechanical components, and specialized legacy firmware (all can be obtained without combat) will provide enough rolls to obtain a grade 3 dirty drive 21% or better optimal multiplier increase. With A5 thrusters the Asp can then boost at 460M/s. Not pushing this solution just providing the info. You decide. :)
 
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Sometimes the RNG gods are not kind.

Deadly and Elite NPCs have modified ships. Sometimes the mods are stupid, and sometimes they really hurt. Sounds like you have rolled very good ( or poor for the sake of your survival ). 98 times out of 100 your ship would have survived. But you got the engineered bad guy with modified thrusters and weapons and he could hang with you. Just plain bad luck.

My real question is more along the lines of "If outfitting sux in Colonia, how did an NPC get an outfitted and engineered ship" ?

BTW : I use the same tactics in an AspX, but with size 3 prismatics, a few modified boosters, and level 3 DDs. Submit-boost-boost-jump.
 
Thanks for the replies. I will try the high wake solution, although the NPC is connected to a data package, I'm delivering, so he seems to show up in every system, I jump to.

Outfitting in Colonia is pretty terrible, and I really don't like the thought of flying all the way back to the Bubble to upgrade. My shields are 5B.

If you are bing hunted and repeatedly interdicted by a ship you don't fancy tackling then you can try pre-empting the interdiction. By that I mean, the moment you spot the hostile ship in SC turn to face him and drop your speed. Then drop out of SC and ASAP fire up SC again but DO NOT throttle up. Wait until you foe drops in the hit the boost. Buys you quite a big lead.
 
Man, an Asp has good SC manouverability. Fight that interdiction, don't submit. You should win easily against an NPC.

I beat an interdiction last night in a Beluga, and that thing is a slug in SC.

This!

NPC interdictions are ridiculously easy to evade. They used to be challenging at one point but... well, you know how this place works :rolleyes:
 
Hi

... I immediately submit, boost away with 4 pips to system and 2 to engine, engage FSD as soon as possible and keep boosting ...

... so as soon as the interdiction came, I submitted ...

So... what options do I have in such a situation? As I see it, it is pretty much a death sentence if I can't outrun or engage the attacker (and live).

Just don't submit! In my AspX I never failed to prevent an interdiction by an NPC. Submitting is so 90s, errm pre2.2 ;)
 
@OP
High Wake is your friend however i have had a FGS follow me (passenger mission) for over 200ly when i was in my ASP with over 49ly jump range !!
General rule is try to fight the interdiction but don't stop fighting even after you submit. In other words try fighting and if you really feel you're gonna lose throttle to zero but continue chasing the blue circle to make sure the submit happens before the failure.
If you are en-route to another system you will already have a high-wake escape selected, if however you have arrived at your destination quickly move away from the star and immediately go to your left panel. Scroll down to a nearby system and leave the highlight bar over that system. Now, if you need to high-wake in a hurry it's already set up and ready to go.
Should you fail the interdiction follow the advice above, boost and charge fsd. If your opponent is faster than you move pips to sys else move them to engines. Either turn 180 and boost past him to fsd or boost away and line up for jump depending on his speed and yours.

Top Tip: you can set seperate buttons for high & low wake in the options. I use 'J' for general purpose jumping but if i want to override the normal jump and force a low-wake only jump (even if a high wake is available) i use <shift> + 'J'. This means when i do the left panel bit, i can also select the nearest system such that a high-wake jump will take me there. If i successfully make it to the station i just <shift>+J to drop from supercruise.
shift-j.jpg
 
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