Newcomer / Intro Interdiction and Escape vector inconsistencies

For background: I play in solo/private, and I'm on the Xbox.

Sometimes I can escape from interdiction by getting the escape vector targeted for a fraction of a second. The blue bar leaps up, and I evade successfully- no muss, no fuss.

And sometimes I keep the escape vector centred for second after second, and the blue bar barely moves or doesn't seem to move at all, and I'm interdicted after a lengthy and completely one sided losing battle with the interdiction mini game.

And sometimes the escape vector goes all wonky, and I see multiple copies of it going in different directions, and obviously I get interdicted... and also dizzy.

So what is the story here? Is interdiction random? Or is there some logic for why I can sometimes fill the blue bar instantly e.g.: the skill of the opposing (NPC) pirate, and otherwise can't budge the darn thing. And is the 'duplicate escape vector' graphics working as designed, or a bug?
 
Interdiction depends on many factors, the quality of the FSD interdictor, SC agility and ship mass of the attacker included.

If you have the escape vector dead centre, but your attacker also has your ship dead centre, then if his ship is heavier and/or his interdictor is of a decent rating, you will lose the interdiction, regardless.
And on the other hand, if you "oversteer" your attacker (they lose the sight of you by certain angle) you will win the interdiction, even if you don't have the escape vector exactly straight.

It's a questionable tactic, but you can try and brake as much as possible without triggering the FSDI submit sequence. The closer you are in front of your attacker, the harder time they will have keeping you in sight. If you are too far ahead, they won't have troubles following your maneuvering around.
 
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Thank you, Chris! This gives me several possible explanations for some of my confusing scenarios.

The freshest example for me is my encounter last night, which I happened to video. My ship is an Asp Explorer, and the attacker was flying an Imperial Clipper, which I believe is a much larger ship. That extra mass would have had a significant effect if I've read your comments correctly. Also, the (NPC) pirate was Rank= Dangerous, which suggests they might have had a better quality outfit for their ship.

And of course, once I failed the interdiction battle, I was toast in a very short time. The irritating thing: I had just finished 14 jumps and arrived at my destination (Obsidian Orbital in Maia) without a single issue, only to be killed by an NPC named Carl the Mildly Moist... ;)

[video=youtube_share;uDB5n4TmAPg]https://youtu.be/uDB5n4TmAPg[/video]
 
Thank you, Chris! This gives me several possible explanations for some of my confusing scenarios.

The freshest example for me is my encounter last night, which I happened to video. My ship is an Asp Explorer, and the attacker was flying an Imperial Clipper, which I believe is a much larger ship. That extra mass would have had a significant effect if I've read your comments correctly. Also, the (NPC) pirate was Rank= Dangerous, which suggests they might have had a better quality outfit for their ship.

And of course, once I failed the interdiction battle, I was toast in a very short time. The irritating thing: I had just finished 14 jumps and arrived at my destination (Obsidian Orbital in Maia) without a single issue, only to be killed by an NPC named Carl the Mildly Moist... ;)

https://youtu.be/uDB5n4TmAPg
In that video after losing the interdiction you should have :
  • Pressed Boost & throttled to 100%.
  • 4 pips to ENG (so you travel faster and recharge ENG so that you can boost more often).
  • If you are 3km away from your interdictor you would have been out of range of the Clipper's weapons.
  • Press Boost again.
  • If still in range of the Clipper's weapons when it started firing have 4 pips to SYS, 2 to ENG (giving your shield significant resistance - lasting up to 2.5 times longer with 4 pips to SYS)
  • Fire up the FSD.

Also if you think you are going to lose the interdiction it is better to submit (by throttling to zero) before the red bar hits the top. Then you will not have an 'FSD failure' , so no spin and the FSD cooldown will be much, much quicker.

c/o Vindicator Jones on interdiction survival:
[video=youtube_share;woy8nmaVuVg]https://youtu.be/woy8nmaVuVg[/video]
c/o Kornelius Briedis on the significance of 4 pips in SYS:
[video=youtube_share;RrSXvCEergY]https://youtu.be/RrSXvCEergY[/video]
Oh and you should use the 'cycle next target' or 'highest threat' keybinding to select the 'mildly moist' :rolleyes: interdictor to save time rather than going through the panels.
 
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Pretty sure it was also acknowledged somewhere in the beta discussion that some aspects of the current interdiction game are not working as intended, and have been fixed/improved for 2.2
 
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