Is there a defence against torpedo + ramming attacks inside a station?

I wonder if your attack was part of Operation "Healies4Feelies" as described in the SDC video. (Details of attack start at 1:30 mark)

[video=youtube_share;kTQodsZ9llc]https://youtu.be/kTQodsZ9llc[/video]

Or maybe there are copy cats now doing the same thing.

Note: I'm not a member of SDC. I have no comment on their methods. I just like Rinzler's videos.
 
Last edited:
New idea: it should be compulsory for all forum posters to have thier ingame commander names underneath thier forum names - maybe then the gobby ones (above) might think twice about posting derogatory comments knowing that people will know who they are ingame, and can do something about it if they see them - or just add them to thier block list.

haha :D

I was just wondering how quickly in game 'block lists' would fill up!

But then, I'd think that most people may well post on their character name (as forum name) - Mine is, I have nothing to hide / fear.
 
Hello Commanders!

We'll hopefully get to do a pass on mines/heavy ordnance to make sure firing them triggers the appropriate response (starport weapons hot) in the docking barrel in the next major update.

I'm not sure you'll see this, Sandro, but I was wondering about the method of starport defence against mines and heavy ordnance as y'all balance pass and think about it. The laser turrets aren't going to be likely to destroy the ordnance, as we've seen from many tests of players shooting torpedoes with many types of weapons and having no effect. Sure, they'll be able to destroy the wrong doers, but the mines will still be hanging out.

Engineers gave us the ability to add 'screening shell' to fragment cannon, effectively making it a flak screen. From tests I ran back in 2.3 beta, these were perfect for destroying any ordnance within 500m of the weapon. (This was with g4 double shot + screening shell, so a 1km firing solution for this 'flak' should be possible.)

If it makes sense for Starport and Outpost weapons to have reverb cascade, doesn't it also make sense for them to have screening shell fragment cannon acting as a flak screen?

Someone lays a lot of mines, and the starport targets and destroys them, and any ship close enough to take damage from them or station fire. With a 1km range, it would still allow CMDRs to set ambushes and fight around the starport, just not in the mailslot.

And yes, you could still lose ships when all hell breaks loose, but I get the impression that that is intended gameplay.
 
I'm not sure you'll see this, Sandro, but I was wondering about the method of starport defence against mines and heavy ordnance as y'all balance pass and think about it. The laser turrets aren't going to be likely to destroy the ordnance, as we've seen from many tests of players shooting torpedoes with many types of weapons and having no effect. Sure, they'll be able to destroy the wrong doers, but the mines will still be hanging out.

Engineers gave us the ability to add 'screening shell' to fragment cannon, effectively making it a flak screen. From tests I ran back in 2.3 beta, these were perfect for destroying any ordnance within 500m of the weapon. (This was with g4 double shot + screening shell, so a 1km firing solution for this 'flak' should be possible.)

If it makes sense for Starport and Outpost weapons to have reverb cascade, doesn't it also make sense for them to have screening shell fragment cannon acting as a flak screen?

Someone lays a lot of mines, and the starport targets and destroys them, and any ship close enough to take damage from them or station fire. With a 1km range, it would still allow CMDRs to set ambushes and fight around the starport, just not in the mailslot.

And yes, you could still lose ships when all hell breaks loose, but I get the impression that that is intended gameplay.

Starport weapons are super powerful - they'll clear up mines in short order. Just don't be near any mines when it happens ;)
 
I think you are right about the ramming attacks, but that is one thing that will be addressed in the new karma system when it comes in.

As for defence against torpedoes you can try three things. First there is the crazy Ivan. Head directly at the attacking ship. If you can get REAL close before they fire the torpedoes will not have time to arm before hitting you so will do no damage. Torpedoes take about 2.5 seconds to arm (there is a reason it's called a CRAZY Ivan*). Seeker missiles take about 0.5 seconds and dumfires have no arming time.

Second (if you are near a station/outpost), get within the no fire zone asap. It wont stop them launching at you but the station will then open up on them.

Best defence though is carry a point defence turret. Really effective against the slow torpedoes and not bad against other missiles (not so good against packhounds though).

*'Crazy Ivan' originates from the cold war. Russian submarine commanders would use this tactic to try to avoid being torpedoed by British/American hunter killer subs. Get the timing just a bit wrong though and the attacker couldn't miss.

Sorry to nit pick but the Crazy Ivan was a maneuver to check your rear. During the Cold war there were no sub on sub kills (save collisions) in fact not a lot happened at all (the clue is in the name Cold war) that could lead to an escalation in hostilities. The sub would merely perform a u-turn to check the baffled area behind its self.

Turning in to a torp and praying you have the timing spot on is plain Hollywood. Yes, it was a nailbiting scene in the Hunt for Red October and occasionally incorrectly referred to as the 'second crazy Ivan scene'.
 
Hello Commanders!

We'll hopefully get to do a pass on mines/heavy ordnance to make sure firing them triggers the appropriate response (starport weapons hot) in the docking barrel in the next major update.

Hi Sandro!

When you're testing this, make sure you cover what happens to the actual mines - it's no good destroying the perp if the station's firing on the mines causes them to do splash damage to ships flying inside it. Maybe a better fix would be to have a pacification field inside the station that disables all warheads? Could be based on the ECM, only instead of messing with the guidance system it fries the detonators. It uses obscene amounts of power so only stations can use them.
 
Last edited:
I had assumed that firing anything anywhere near a station resulted in them annihilating the offender. I cannot imagine that docking control would be at ALL happy about mines and torpedoes heading towards their civilians.

If I was going to design any type of dock, I would put an array of superheavy guns around the docking slot, pointed at anything nearby.
 
Please no ! The number of times I have activated hardpoints by mistake ...... [where is it]

I tend to agree with this.
Also, how many times have I hit boost instead of throttle whilst in station .... haha. (So far I have not crashed) I had a mission target overtake my docking procedure and I decided to ram him to see if he would fire. No dice. I was fined. Fair enough.
Then he was fired upon after leaving the NFZ. No clue what he did, but he high waked.

This thread is one of the reasons I prefer solo.

edit: I have not see a greifer but this thread makes sense. Rep to all.
 
Last edited:
Back
Top Bottom