Interdiction difficulty

Like how NPC's skill level depends on their combat rank, maybe their interdiction skills could to. I'd like more of a challenge in npc interdictions
 
Do you get interdicted by Elite ranked NPCs?

From previous discussions on NPC challenge it's common for those asking for more challenge to have a relatively low rank so they are not seeing the maximum challenge the game presents.

tbh I think the interdiction mechanism has historically been plagued with bugs, and has been both too easy and too hard. I'd rather leave it alone, it seems to be very sensitive to change.

Player to player interdictions could certainly use some rebalancing to be less in favour of the interdictor, perhaps with a reticle that more accurately represents the interdicting ship's attitude (roll in particular). IME it's much easier to interdict than to be interdicted largely because the interdictor has all the information they need to make informed decisions on how to act & react in the centre of the screen, the interdictee needs to look at the reticle and target the interdicing ship so they can see it's attitude on the HUD.
With a change to the interdictee's reticle there could then arguably be scope to increase the difficulty overall (ie for both).
 
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NPC interdiction skill is supposed to reflect their rank, that said, as Riverside pointed out above, FD find it very difficult (it would seem) to pitch interdiction challenge just right.

On the other hand, why do you want it to be more difficult? An interdiction is simply an invitation to take part in a bit of combat, so if you fancy that combat, submit and have at it, if you don't, evade it.

When interdictions were very challenging to evade, players simply figured out the most efficient way to avoid the combat by submitting and running away. It wasn't good gameplay and FD (rightly IMO) have made it so players aren't obliged to spend all their time submitting but avoiding the combat anyway, and can avoid it by partaking in an interdiction game that is relatively easy to win.
 
I'm master rank, hoping to get to dangerous soon. Maybe then I will start getting actual challenges from NPCs.
No. NPCs as a whole are unchallenging. Even Thargoids that will never learn from them being kited.
If you want a real challenge and feel PvE is too easy, PvP is your only option. Alternatively you can make PvE challenging with handicapping yourself. No shields, no engineers and no powerplay modules. But meh, how boring is that, especially since you reach that point after a day.
 
No. NPCs as a whole are unchallenging. Even Thargoids that will never learn from them being kited.
If you want a real challenge and feel PvE is too easy, PvP is your only option. Alternatively you can make PvE challenging with handicapping yourself. No shields, no engineers and no powerplay modules. But meh, how boring is that, especially since you reach that point after a day.
I have a ganker escaper ship with no power play modules, not outfitted for combat except for insane speed - about 650 speed and 800 boost - and engineered heavy duty lightweight alloy.
 
I have a ganker escaper ship with no power play modules, not outfitted for combat except for insane speed - about 650 speed and 800 boost - and engineered heavy duty lightweight alloy.
I have a bomber with shields, 1k hull and 873 m/s boost. Fully rngineered and PvP ready. Beat that. :p
 
I have a ganker escaper ship with no power play modules, not outfitted for combat except for insane speed - about 650 speed and 800 boost - and engineered heavy duty lightweight alloy.

Just a heads up - that sort of ship can get deleted pretty quickly by a LR rails loadout. Admittedly most gankers won't be throwing that at you. Make sure to not just boost away in a straight line.
 
I haven't fully engineered it yet. It will soon reach this:


Exactly, less than 250 total hitpoints with poor resists. A good PvPer with a bunch of LR rails can snuff it at long range (where the microgimbal of fixed weapons will help them hit you) quickly.

Consider a meta FDL with two railguns (~84 damage per volley, ignoring resists). Your speed advantage over it is about 350 m/s. So it will take you about 15 seconds to get out of LR rails range. 4 or 5 volleys will kill you, which is quite feasible in that time especially if you're just boosting away in a straight line. Fewer volleys from a different loadout dedicated to rails.

Don't get me wrong, sure, you'll get away from most ganks in that no problem. But escaping ganks isn't very hard really, you can do it in a t-7 most of the time. I'm just saying the fact you still look for challenge in NPCs and don't acknowledge potential counters to that build shows you have some to learn. For instance why point deference on something that can outrun all ordinance? What good is that single laser at all?

Personally, I'd hop into a courier, trade 100m/s or so for a bunch of hitpoints and 3 more util slots. Or trade 150 m/s for a ship that can do more than run away. Realistically there's not too much a ship that has 928m/s boost can do that a ship with 800 can't.

Also , without an interdictor, you can't even perform anti-gank in that build (aka annoy gankers by repeatedly pulling them and running away). Any halfway decent ganker will just start ignoring you after pulling you once (or possibly not pull you at all since we've all seen this tactic before in iEagles). So I just kind of don't get the point of the ship. What do you intend to do with that? It's seems like more of a canyon racer than anything else to me.
 
Exactly, less than 250 total hitpoints with poor resists. A good PvPer with a bunch of LR rails can snuff it at long range (where the microgimbal of fixed weapons will help them hit you) quickly.

Consider a meta FDL with two railguns (~84 damage per volley, ignoring resists). Your speed advantage over it is about 350 m/s. So it will take you about 15 seconds to get out of LR rails range. 4 or 5 volleys will kill you, which is quite feasible in that time especially if you're just boosting away in a straight line. Fewer volleys from a different loadout dedicated to rails.

Don't get me wrong, sure, you'll get away from most ganks in that no problem. But escaping ganks isn't very hard really, you can do it in a t-7 most of the time. I'm just saying the fact you still look for challenge in NPCs and don't acknowledge potential counters to that build shows you have some to learn. For instance why point deference on something that can outrun all ordinance? What good is that single laser at all?

Personally, I'd hop into a courier, trade 100m/s or so for a bunch of hitpoints and 3 more util slots. Or trade 150 m/s for a ship that can do more than run away. Realistically there's not too much a ship that has 928m/s boost can do that a ship with 800 can't.

Also , without an interdictor, you can't even perform anti-gank in that build (aka annoy gankers by repeatedly pulling them and running away). Any halfway decent ganker will just start ignoring you after pulling you once (or possibly not pull you at all since we've all seen this tactic before in iEagles). So I just kind of don't get the point of the ship. What do you intend to do with that? It's seems like more of a canyon racer than anything else to me.
It wasnt meant for pvp. I designed it for racing. I just used it to escape gankers because it's about 600m/s vs 900m/s. I've escaped many ganks and they barely hit me while I escape laughing.
 
It wasnt meant for pvp. I designed it for racing. I just used it to escape gankers because it's about 600m/s vs 900m/s. I've escaped many ganks and they barely hit me while I escape laughing.

You introduced it as a "ganker escape build". But here you confirm what I said, it's basically a racing build. There are much more gankerproof builds than that one.

Like I said, I'm sure you'll escape most ganks in it. I was pointing out its vulnerabilities (to which I'll add any PvP courier build). Just because you haven't yet met that ganker with a fast ship or good rails aim doesn't mean you never will.

Swap the point defense for a heat sink. At least that way you'll be able to prevent them from locking on for a bit and they might not be able to see you well to aim the rails (although with night vision that's less useful). There's nothing that PDT will shoot down which you can't simply outrun, so I really can't figure out why you equipped it (or the single laser for that matter).

Or if it's a racing build as you say, omit utilities and weapons entirely.
 
Swap the point defense for a heat sink. At least that way you'll be able to prevent them from locking on for a bit and they might not be able to see you well to aim the rails (although with night vision that's less useful). There's nothing that PDT will shoot down which you can't simply outrun, so I really can't figure out why you equipped it (or the single laser for that matter).
I was thinking that Ithe PDT and med pluse would at least defend myself as much as I could while my frameshift cools off. Now that I think about it, I really dont have a use for them. My speed can just outrun pretty much anything. Except other racers.

I'll post what my ieagle is atm later when I'm online
 
I was thinking that Ithe PDT and med pluse would at least defend myself as much as I could while my frameshift cools off. Now that I think about it, I really dont have a use for them. My speed can just outrun pretty much anything. Except other racers.

I'll post what my ieagle is atm later when I'm online

Those are both just dead weight. A single 2M pulse laser won't bother any PvPer at all - literally any PvP build can just ignore that amount of damage. While you're trying to aim it you'll just be giving them a better shot at your fragile build than if you concentrated fully on evasion and escape.

Nothing a PDT can shoot down goes faster than 700 m/s so they won't be hitting you with seekers, groms, etc. (Unless you do something silly like turn around and try to shoot back with a single pulse laser...)
 
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Those are both just dead weight. A single 2M pulse laser won't bother any PvPer at all - literally any PvP build can just ignore that amount of damage. While you're trying to aim it you'll just be giving them a better shot at your fragile build than if you concentrated fully on evasion and escape.

Nothing a PDT can shoot down goes faster than 700 m/s so they won't be hitting you with seekers, groms, etc. )Unless you do something silly like turn around and try to shoot back with a single pulse laser...)
I think its gimballed, because I'm used to maneuverability 3-4. Ieagle, has 7 or 8.

I'm not really a jouster. I usually try to stay behind the victim/attacker. I had some luck in my exploring DBX, not sure how I actually beat a master DBS with a lightweight, gimballed large pulse without losing sheilds. Anyway, it shouldn't be hard to stay behind my victim/attacker with my ieagle.
 
I think its gimballed, because I'm used to maneuverability 3-4. Ieagle, has 7 or 8.

I'm not really a jouster. I usually try to stay behind the victim/attacker. I had some luck in my exploring DBX, not sure how I actually beat a master DBS with a lightweight, gimballed large pulse without losing sheilds. Anyway, it shouldn't be hard to stay behind my victim/attacker with my ieagle.

The build you posted had a fixed laser. But in any case...

Regarding the dead weight I am referring solely to human PvP here (since you brought up gankers). You will not defeat anyone who is not a complete beginner in this iEagle. You should flee from any PvPer - that's just how it is.

For instance, a fully engineered 5x gimballed MC FdL (a relatively common build) outputs ~ 100 dps and will thus destroy your ~240 HP iEagle in under 3 seconds if you try to stay on its tail and fail. Since you aren't carrying chaff it won't miss. Moreover, it has better acceleration due to the bonus to boosting coefficient for vipers/FdLs/Mambas. So don't just assume you can stay on its tail - or even easily boost away and be out of range before it yeets you.

Regarding PvE, by all means use that if it's fun for you.
 
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