Interdiction Evasion Easier?

Last night in Minerva, I was interdicted by a player looking for someone to fight. I was in a Python Mk2. We are so used to just submitting now, I decided to fight it and found it was really easy to beat it. He got dropped and I flew free. I was able to beat two more. That never happened for me.

I was wondering if the SCO drives were tweaked? Maybe they are so used to people submitting that they were caught off guard? I noticed NPC pirates are really easy now.

Curious if anyone else noticed….
 
Last night in Minerva, I was interdicted by a player looking for someone to fight. I was in a Python Mk2. We are so used to just submitting now, I decided to fight it and found it was really easy to beat it. He got dropped and I flew free. I was able to beat two more. That never happened for me.

I was wondering if the SCO drives were tweaked? Maybe they are so used to people submitting that they were caught off guard? I noticed NPC pirates are really easy now.

Curious if anyone else noticed….

I think what it might be is people are using SCO to get easy interdictions, but that's making their agility way off the blue zone so they have a much harder time winning. I had a similar experience.
 
I think what it might be is people are using SCO to get easy interdictions, but that's making their agility way off the blue zone so they have a much harder time winning. I had a similar experience.

I thought that the SCO functionality can't be used during interdiction? I can only speak to being on the receiving end, but I've certainly been snatched out of SCO mode a couple of times by other players when doing runs to the station in Minerva.
 
Last night in Minerva, I was interdicted by a player looking for someone to fight. I was in a Python Mk2. We are so used to just submitting now, I decided to fight it and found it was really easy to beat it. He got dropped and I flew free. I was able to beat two more. That never happened for me.

I was wondering if the SCO drives were tweaked? Maybe they are so used to people submitting that they were caught off guard? I noticed NPC pirates are really easy now.

Curious if anyone else noticed….
It must be either off-sync lag, or really terrible inderdictor. Not everyone who doing PVP is really good at it, and it takes years of experience to truly master it, well as understooding it, and taking into acount things such as lag and off-sync, well as instancing (like whos holding instance - be it cmdr who pulls or the one who is being pulled), wich all can affect interdiction act. There lot more into it, than many cmdrs might think it is, other than simple "mini-game".

Sometimes (well quite often these days) interdictor gets off-sync lag, and even if thier target is perfectly lined on thier screen, due of said off-sync, the position of actual target is elsewhere, and thus winning such interdiction is very, very tricky for interdictor.... usually happens when instancing "favors" the cmdr who is being pulled off, and when there is obvious lag/large diffrence in ping.

To win interdiction where target is off-synced, one must "predict" where target are and even if found them, still have further "predict" where they might end up in next seconds (its always somewhere near target - sometimes its close, other time it might be far from what your screen shows), and that can be really difficult - since still has to respond to targets manuvers that I can see on my screen, despite knowing that they are arent exacly where my screen shows... Its way harder than it sounds like.


No, but you can disable it and immediately snag them - only you'll be way outside the blue zone.
As for SCO usage affecting "difficulty" of mini-game for attacker... during act of interdiction, the speed will equalize (so the blue zone), so its more desync issue, as the side wich has more "speed" at very begining of interdiction, usually have upper hand in minigame.
 
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It must be either off-sync lag, or really terrible inderdictor. Not everyone who doing PVP is really good at it, and it takes years of experience to truly master it, well as understooding it, and taking into acount things such as lag and off-sync, well as instancing (like whos holding instance - be it cmdr who pulls or the one who is being pulled), wich all can affect interdiction act. There lot more into it, than many cmdrs might think it is, other than simple "mini-game".

Sometimes (well quite often these days) interdictor gets off-sync lag, and even if thier target is pefectly lined on thier screen, due of said off-sync, the position of actual target is elsewhere, and thus winning such interdiction is very, very tricky for interdictor.... usually happens when instancing "favors" the cmdr who is being pulled off, and when there is obvious lag/large diffrence in ping.

As for SCO usage affecting "difficulty" of mini-game for attacker... during act of interdiction, the speed will equalize (so the blue zone), so its more desync issue, as the side wich has more "speed" at very begining of interdiction, usually have upper hand in minigame.
I dunno, I've noticed the same thing as OP, especially with Python Mk2s. Have beaten several interdictions when it was quite difficult before.

Maybe your interdiction speed difference persists into the challenge of the minigame?
 
I dunno, I've noticed the same thing as OP, especially with Python Mk2s. Have beaten several interdictions when it was quite difficult before.

Maybe your interdiction speed difference persists into the challenge of the minigame?
If that would be true, then all SCO boosted interdictions would be had "higher difficulty", but it does not... done already enough interdictions since SCO appeared(I use it quite a lot), and only certain targets have "diffculty" problem. Also happens for such targets to be always ones on laggy side.
This means.... That extra speed from SCO causes more likely to be de-synced, even if a bit. As again, speed will more or less equalize for both, while side wich had initial higher speed, should have upper hand - thats it, if there is no lag, and so no desync - so lining up perfectly, esures getting those blue bars.


To truly understood how it works, one need understood how lag work in games in general, and what de-sync does. Only then it started make sense, what I noticed in this game, especially during countless interdictions I did all over 10 years. And my interdictions count its probly over 100k already (if not more), so I kinda know what I am talkin about... after all, PVP interdictions are my daily bread and butter in this game.


If de-sync occurs, and the one who doing interdiction not notice it or not even be aware of such, they will lose it or notice high difficulty spike against certain targets.

But there is one easy way for interdictor to "know" if they are being desynced or not, if they get line up perfectly on thier screen (target 100% lined up in middle of center of aim circle) and still not getting blue bars or even start losing it, thats the point where aim need be "adjusted" elsewhere.... its all lag related.
 
I’ll clear some space here to make room for the incoming ganker salt. Seems like word on the street is that SCO assisted interdictions are now easier to evade? I haven’t experienced this, but if it’s true, I love it!
 
I’ll clear some space here to make room for the incoming ganker salt. Seems like word on the street is that SCO assisted interdictions are now easier to evade? I haven’t experienced this, but if it’s true, I love it!
You can use lag switch to have similar effect, so anyone who try interdict you, will have hard times doing so. Or simply being in other side of world, so there is natural "lag", like USA to EU, for example.

Would you consider this as "ganker salt" ? :)
 
Last night in Minerva, I was interdicted by a player looking for someone to fight. I was in a Python Mk2. We are so used to just submitting now, I decided to fight it and found it was really easy to beat it
Which ship was he in? I've noticed for example the Mandalay which is very responsive in supercruise, makes for a difficult experience interdicting or evading one because of it.

At first I thought it was just me being worse than usual at the minigame, then noticed the less agile ships like the Python and Krait 2 have an easier time with it.
 
Which ship was he in? I've noticed for example the Mandalay which is very responsive in supercruise, makes for a difficult experience interdicting or evading one because of it.

At first I thought it was just me being worse than usual at the minigame, then noticed the less agile ships like the Python and Krait 2 have an easier time with it.
Yes, ships that are more manuverable in SC, require more "delicate" handling during interdiction or when evade interdiction... wich both makes it easier and more diffcult, depend on skill. Easier because its more responsive, and harder because its easier to "overshoot" the sweet spot in correct vector, wich is quite tight by default, so less responsive ships does not as easly "overshoot", due of that.
 
I was wondering if the SCO drives were tweaked? Maybe they are so used to people submitting that they were caught off guard? I noticed NPC pirates are really easy now.

I’ve not had any issue shaking off NPCs for years. But my first thought was they’re probably not used to people resisting. I used to pull people out of SC for the practice when I first started my alt, but soon got bored as all but the greenest n00b just submitted.
 
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