Newcomer / Intro How to use a FSD interdictor

I have begun taking on some assassination missions and I have an Eagle fighter with a 2A FSD interdictor.

I have three questions, and maybe more to come.

Firstly, how do I actually use the FSD? I had a target ship engaging his FSD to escape from me (and the local authorities), and I 'fired' the FSD - I had it selected, set up in a fire group and I used the correct control, and the enemy ship was my 'target' in my fire control - but it didn't seem to do anything; there was no response on the screen at all. No sounds, no progress bar (like you get with the DSS scanner), no effect. The cops destroyed him before he disengaged but that was nowt to do with my FSD interdictor.

So, how to use one of these devices to prevent an enemy disengaging? Can it be done?

And secondly, how do we use this device to yank someone out of FSD? Star systems are big; how can we possibly lie in wait for someone in order to use the FSD interdictor?

Thirdly, what are the advantages of a 2A interdictor against a 1A? Is it just range?

Thanks all :)
 
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I have begun taking on some assasination missions and I have an Eagle fighter with a 2A FSD interdictor.

I have three questions, and maybe more to come.

Firstly, how do I actually use the FSD? I had a target ship engaging his FSD to escape from me (and the local authorities), and I 'fired' the FSD - I had it selected, set up in a fire group and I used the correct control, and the enemy ship was my 'target' in my fire control - but it didn't seem to do anything; there was no response on the screen at all. No sounds, no progress bar (like you get with the DSS scanner), no effect. The cops destroyed him before he disengaged but that was nowt to do with my FSD interdictor.

So, how to use one of these devices to prevent an enemy disengaging? Can it be done?

And secondly, how do we use this device to yank someone out of FSD? Star systems are big; how can we possibly lie in wait for someone in order to use the FSD interdictor?

Thirdly, what are the advantages of a 2A interdictor against a 1A? Is it just range?

Thanks all :)

Hi. :)

1) You mean your enemy is running from the fight? You can prevent that by destroying their frame shift drive. But unfortunately, smaller ships like an Eagle have lower damage output (it takes longer to kill an enemy) and so the enemy running from the fight is a thing you will have to get used to.
You can buy a wake scanner, though. When they run away and jump out, scan the wake and follow them and try again. :)

2) The main thing you have to do to successfully engage the FSD interdictor is to be behind the target (which is probably what you're doing wrong). You also need to be close enough and you need to have the same or higher speed than your target.

3) yep, it's just range.
 
The FSD is not used to prevent someone from jumping. It's only usable in supercruise to pull someone back into normalspace (along with yourself) but if you do successfully interdict them and they don't submit, it imposes a pretty long cooldown on their drive so it'll be a while before they can jump out.

Star systems are pretty big, but in supercruise you can go pretty fast so don't worry about it. The range is measured in seconds, so if you're going 10c and you have an interdictor with a 10s range, you'll be able to grab people up to 100ls away.
 
Assassination missions in a Eagle are going to be a challenge ;) Though the missions say you can use an FSD Interdictor you never need one (I've done 100's in the last week without one). Just drop into the Nav Beacon in the target system, scan that to reveal the target USS, go there and kill them*.

* targets will often drop in on the Nav Beacon, so be prepared (it's a real time saver).
* targets will interdict you on the way to the USS, so be prepared for that.
* if you take multiple assassinations then multiple targets can drop in to the target USS (normally up to three).
* if you spot High Grade Emissions or other interesting USS in the target system then targets can drop in on them too :)
* Deserter assassinations tend to have helpful NPCs that will do some of the work for you in the USS

Good luck with that Eagle :)
 
This is all great stuff. I might well leave that FSD Interdictor at home, then, and just bop them as they turn up. Certainly, my last 'victim' actually interdicted *me*, he was that keen to get started ;)

If not an Eagle for this sort of thing, then what other ships would you guys recommend? I saw a Viper recommended for combat at one point; how about one of those? Then again, the Eagle was also recommended... ;)

Of course one of the many great things about this game is that you can keep a whole stable of ships for different purposes. That's most useful imo :)

[Edit: One of the reasons the Eagle was recommended iirc was the low rebuy cost. I wanted to learn some combat but without risking my Cobra, which apparently wouldn't be all that good for scrapping with the bad guys anyway...]
 
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This is all great stuff. I might well leave that FSD Interdictor at home, then, and just bop them as they turn up. Certainly, my last 'victim' actually interdicted *me*, he was that keen to get started ;)

If not an Eagle for this sort of thing, then what other ships would you guys recommend? I saw a Viper recommended for combat at one point; how about one of those? Then again, the Eagle was also recommended... ;)

Of course one of the many great things about this game is that you can keep a whole stable of ships for different purposes. That's most useful imo :)

[Edit: One of the reasons the Eagle was recommended iirc was the low rebuy cost. I wanted to learn some combat but without risking my Cobra, which apparently wouldn't be all that good for scrapping with the bad guys anyway...]

The Viper 3 always was a great combat vessel. I did a lot of bounty hunting in it, and destroyed ships of all sizes including many Anacondas.
But that was long ago. I have no idea whether a Viper 3 is a viable ship vs an Anaconda these days.
I still use the Viper 4 sometimes. It has the potential to be better protected than the Mk3.
For taking out small to medium opponents the Viper 3 should be perfectly fine.
You definitely can kill bigger ships in the Vipers, but in my opinion it takes too long.
That is why I prefer to use the Vulture (as far as small fighters are concerned) for taking out bigger prey.


In general I mostly do combat in the FDL though.
 
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This is all great stuff. I might well leave that FSD Interdictor at home, then, and just bop them as they turn up. Certainly, my last 'victim' actually interdicted *me*, he was that keen to get started ;)

If not an Eagle for this sort of thing, then what other ships would you guys recommend? I saw a Viper recommended for combat at one point; how about one of those? Then again, the Eagle was also recommended... ;)

Of course one of the many great things about this game is that you can keep a whole stable of ships for different purposes. That's most useful imo :)

[Edit: One of the reasons the Eagle was recommended iirc was the low rebuy cost. I wanted to learn some combat but without risking my Cobra, which apparently wouldn't be all that good for scrapping with the bad guys anyway...]

There are several ships in the game that are considered to be primarily fighters rather than anything else (at least by me) they are in no particular order:-
Eagle
Imperial Eagle
Viper mkIII
Viper mkIV
Federal Dropship
Federal Gunship
Federal Assault Shuttle
Aliance Chieftain
Aliance Challenger
Aliance Crusader
Vulture
Fer de Lance
Mamba
Federal Corvette

You should use the one of these you can afford to replace when things go wrong that you like flying the most. But you need to keep in mind that the longer a fight lasts the more chance of your ship getting damaged or the opponent escaping so lots of big weapons can help.
 
Any suggestions or advice on engineering the Interdictor?

I notice there's two options - wider capture arc or longer range. Is one better than the other, or are both good for different situations?
 
And so now a follow-on question here is how do we use a kill warrant scanner? As in, what fire group should it go in, and do we use it in analysis mode or combat mode?

At present, I have it set up as a secondary 'weapon' in my fire group that contains all my scanners. I just tried to use it, though, and couldn't get it to work.

How do other do it, please? :)

Cheers all
 
Fsd disruptors a weapon younger after doing power play for From can disrupt charging fsds. There's also a dumb fire missile experimental that can do it.
 
And so now a follow-on question here is how do we use a kill warrant scanner? As in, what fire group should it go in, and do we use it in analysis mode or combat mode?

At present, I have it set up as a secondary 'weapon' in my fire group that contains all my scanners. I just tried to use it, though, and couldn't get it to work.

How do other do it, please? :)

Cheers all

[video=youtube;KB7EHlXNhHw]https://www.youtube.com/watch?v=KB7EHlXNhHw[/video]

:)
 

Yikes, that's 5 years old and obscenely out of date!

The functionality of the KWS has changed since the vid was made, the most notable of changes being that the KWS will now grant an actual Warrant to Kill when it detects a faction bounty linked to the current jurisdiction’s superpower. So if you're in a Federal system and your suspect has bounties in another Federal system, the KWS scan will grant you licence to kill. This is especially useful for hunting criminal players.

As far as usage goes, I have mine on my trigger button in its own fire-group in Combat Mode, which stops me from accidentally firing anything at the suspect before a bounty is confirmed. I also have it engineered to the max for Quick Scan - at G5, that's 2 seconds :)

Good luck and bring justice to the lawless galaxy, King Drax I!
 
Te KWS is used in combat mode and the trigger has to be held for the entire scan, I have it assigned to trigger 2 which has a secondary binding to a rotary control on my throttle so that I can just switch it on and leave it ready to start scanning as soon as a targeted ship is within its field of view. It is engineered for a faster scan and to avoid issues with the "stuck" on trigger I have disabled firing weapons deploys hard points.
 
and to avoid issues with the "stuck" on trigger I have disabled firing weapons deploys hard points.
I don't often use a KWS, but when I do, it's bound to the same key as the lasers I use to strip shields.

I suppose it could be handy for NPCs that are clean, to have a firegroup with the KWS not attached to weapons.
 
I don't often use a KWS, but when I do, it's bound to the same key as the lasers I use to strip shields.

I suppose it could be handy for NPCs that are clean, to have a firegroup with the KWS not attached to weapons.

I do the same thing when using a KWS. Find a wanted NPC, start with the lasers/KWS and, usually, the scan will complete just about the time the shields are down. Then, switch to MC's and "bye-bye". The only bad thing with this method is they occasionally fire chaff or a heat sink right away and you lose your lock. I also tried binding it to a different key and scanning every ship, but that was pre-3.0 and really have not thought about that post-3.0.
 
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