It’s OK to jump out. No really it is!

^^ Best advice so far in this thread

I guess if you give a damn about always playing in Open. ;)

I and others are offering him an alternative solution he might actually like better than the typical "Git Gud" Dog and Pony Show already on full display in here. ;)
 
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Good advice from zarrazee. A couple of extra addons to it:
Don't scrimp on shields. Fly with a good class and rating and preferable ENG them with thermal resistance. G5 ENG Resist augmented shield boosters help too
After the first two boosters you'll get heavily-diminishing returns ... and resistance doesn't help versus plasma ... so you'll usually get better results with a half-and-half mix of resist augmented and heavy duty.

Learn the interdiction procedure:
[...]
boost
Boosting towards and past the attacker is a lot more effective than boosting away from them, especially if they're in a ship like a Cutter which takes a week to turn round.



A few more tips for when you want to survive, but you also want to reach your specific destination, so high-waking is a last resort rather than a first resort

Fast supercruise approaches. Sure, you can high-wake if you see another suspicious commander and be very safe, but sometimes you might want to go somewhere where people are actively trying to stop you. Don't do the "75% at 6 seconds" thing - that's basically saying "interdict me!". Keep at full speed until about 4 seconds on the timer, then slow down to about 90% and fly a spiral to bleed off speed. It gets you to the station faster, and means you're a lot harder to get behind to interdict. You can twist the spiral around a lot as you come in and a poorly-flying attacker will often overshoot. (Worth doing even if there's no other commanders about, because it saves a lot of time regardless.)

Know what your ship's mass-lock factor is, and what other ships can masslock it. If you get interdicted by something you can low wake from ... just low wake from it, at least while your shields are holding up. They'll only get a few seconds fire on you each time - it might be enough to reach the station, or lose them by immediately dropping out just after you enter supercruise.
 
Boosting towards and past the attacker is a lot more effective than boosting away from them, especially if they're in a ship like a Cutter which takes a week to turn round.

This is a great technique but it’s possible to fly into a barrage of fire so another good tip is to use thrusters to vector randomly in different directions (depending on distance) to avoid taking a plasma shot or similar head on. It’s very rewarding to see it fly past and miss it’s target.
 
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If all else fails, double-tap the emergency-stop button, boost like the wind and then high-wake from real-space.
Wait - doesn't an emergency stop put you on a long FSD cooldown?
I thought submitting was the fastest way to get your FSD back online.
 
I guess if you give a damn about always playing in Open. ;)

I and others are offering him an alternative solution he might actually like better than the typical "Git Gud" Dog and Pony Show already on full display in here. ;)

You mean all the nice people answering his questions in order for him to have a more fun, rewarding time in Open Play?

The scoundrels.
 
It's very similar to open world survival games in open mode — you do whatever it takes to survive.

Fighting to the death = Deathmatch.

Simply playing in Open doesn't automatically mean you want to play Deathmatch, although I'm sure some people might think that.

Actually this is true, it's been a while since I played FPS games but I recall game modes like "Domination" where the objective is to capture a part of the map and hold it. Players would get caught up in fighting and forget the objective. They would finish with a high kill count but lose the game.

In a similar way a traders objective is to deliver his cargo safely not engage in a duel to the death with a fully combat engineered FDL and expect to win.

So yeah this makes sense.
 
Wait - doesn't an emergency stop put you on a long FSD cooldown?
I thought submitting was the fastest way to get your FSD back online.

It does increase the cool down but usually the Commander coming after you will either give up or have a hard time dropping on your low wake. In the end, you've got plenty of time to boost away from your drop in point and be long gone before they drop into normal space.

Emergency FSD disengage is generally underutilized!
 
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If you didn't think OP was referring to open why was your first suggestion to play in solo or PG..?

He was asking for defensive advice so he could go about his business without being ganked.

Mobius is the ideal solution for new players who want time to improve, do their missions without fear of being blown out of the sky by jerks who can't handle anything that shoots back etc. etc.

You do realize that the Mobius group has many times more players participating in it on a typical day than OPEN mode right? Why do you think the Murder Hobos and all the other gankers are constantly up here demanding the end to PGs and Solo?

You don't see anyone from the other two modes demanding an end to Open. That stark difference speaks volumes to anyone paying attention. ;)

Hopefully the OP will look into his options. Open is only one way to play. Its certainly not the only way to play.
 
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This thread and the initial responses are ridiculous and all too predictable. The OP was asking how to survive interactions in Open, not where the nearest carebear party was.
 
I’ve never interdicted another cmdr but I am pulled out of supercruise regularly while going about my business, trading, carrying passengers or material collecting. My ships are often not equipped to endure and win a fight against a fully combat ready build designed to gank or pirate, but instead to buy enough time to escape.

High waking is the objective but with rail guns for example sniping modules the fight can be over before an ill equipped pilot has gained his or her composure.

What does success look like for each cmdr? For the attacker victory is a disabled or destroyed opponent. For the defender victory is intelligently handling the attacker and successfully countering his game plan. Or escaping by the skin of their teeth. Both are OK.

I’m sure there are lots of tips experienced pilots could give to help new players defend against pirates and ganks but I would start by saying that remaining focussed on what the mission is rather than winning a fight against a superior opponent is absolutely key. It’s ok to jump out and doing so means that a defensive pilot has won the altercation because the attacker has failed at his objective.

Any other tips for new defensive players?

Do you have Horizons? If not, Step 1: Get Horizons.

If so, it’s time to Engineer your ship and learn how to use those mods to your advantage.

Dirty Drives G5 for as much speed as you can get.

On The Big 3 (Conda/Cutter/Vette) go with G5 Reinforced Shields (either Normal or Prismatics) and on Medium and Small ships, as well as the T9, use Bi Weaves with G5 Thermal mod and one or two Resitance Augmented and Heavy Duty Boosters.

Equip Mil Grade Armor with Heavy Duty G5 Mod or if you have the credits Reactive Armor with G5 Thermal Resistant mod with at least one heavy duty HRP.

Consider equipping one Point Defense mounted at the top rear of your ship in case your shields drop. Missiles are deadly against Thrusters/Drives. This will also shoot down dumbfires with FSD Disrupt. Then equip at least one size 4 or size 5 MRP to protect modules.

Edit: If your attacker has Pack Hound missiles, a single PD is not enough. The best option is one PD, one ECM. ECM works by “charging” the “ECM envelope” around you. The longer you charge it, the longer its effective distance. When the target missiles are within the “envelope” on your radar, release to fire. If you do not release, it will automatically fire at max effective envelope distance. If successful, the missiles will lose tracking. The ECM then has to go through a cool down but your attacker also has to reload and/or re-lock if they’ve fired a full salvo.

When you drop into a new system, go ahead and plot a HW to another (not the first one in the list, pick one midway down, Pirates know that the most likely scenario is a hastily plotted jump to the first one in the list) before beginning your SC flight to the station. Be aware of your surroundings and ready for anything.

Try to win the Interdiction game. If it becomes clear that you won’t, Submit. (Little known fact: the T7 is a wench to interdict, even experienced Pirates/PvPers sometimes have trouble yanking it) This way you won’t have to deal with the FSD cool down.

Make sure you have 4 pips in SYS. This makes your shields more than twice as strong. Put the other 2 in ENG. Start your FSD Charge for a High Wake. (Do not attempt to Low Wake unless you are in a larger ship and aren’t masslocked. If you are yanked again, try to win again and repeat the process as long as your shields and defenses are holding.)

DO NOT fly in a straight line and/or away from the attacker. This makes you incredibly easy to hit and exposes your drives to the attacker’s weapons.

Instead, go FAOff and boost turn back at them during the FSD charge. Do this as long as it takes to charge FSD. When you are fully charged, align with your destination, go FAOn, and Throttle up and Boost to jump. Leave the attacker in your dust.

Caveat: if they have the FSD Disrupter they will have the opportunity to reset your FSD but probably only once. Mod your FSD for “Fast Reboot Time”. This means that they definitely will only have one opportunity to reset it. Then the cool down time they have to deal with on that effect will be your second and guaranteed opportunity to jump. Even without Fast Reboot the standard reboot time of an FSD is slightly less than the FSD Disrupter cool down, so if you don’t panic and you time it right, you’ll beat the cool down on the FSD Disrupter effect and be able to jump.

Do NOT go shieldless. Scramble Spectrum and Pulse Disrupter only work against hull. They cause malfunctions to modules and you will lose Thrusters and FSD and it’s game over.

Don’t Min/Max in Open and drop the Docking Computer. (There are gank squads out there that make a game out of killing min/maxers with docking computers and no shields out of spite at the perceived avarice and stupidity of the targeted CMDR, I kid you not, and I can’t say I disagree with them). Traders should have Shields and defenses. It’s a dangerous galaxy. Yes, the T9 can haul 788t or whatever, but it wasn’t ‘meant’ to. It was meant to haul more like 500t with the above defenses.

Last thing, READ your comms. If you see someone say “stop and you won’t be killed, this is a robbery” they are probably telling the truth. (Alternatively if you see ZERO communication and they immediately open fire, RUN using what you have learned here!) Compliant traders are spared, and we only take a small portion of the cargo. If you are really cool about it we’ll leave you alone for 24 hours and even offer escort services against gankers for your patronage. Decide to be a total jerk instead? Dead, and no such services will be offered.

That is unless you follow the above advice. Then we won’t be able to catch you in some or most cases!

All of this is going to seem like a lot at first, but will become second nature in no time. Put the time in to learn these tactics and you’ll get much more out of the game as a result.

Happy trading in Open! The thrill of a skilled blockade run and escape is worth it! This is where the ‘REAL’ game is played. Accept no imitations.

Edit: Two last things.

1. The goal IS to make it to your destination and survive if you can’t. Turn the “loop of shame” into a “high speed tactical approach”. Approach tangential, just outside the edge of the planet’s orbit line, to the target Station’s Planetary body at FULL SC throttle/speed. Use the gravity of the planet to “catch you” as you turn back around onto the station. Even if you get interdicted here, but can LW because you’re in a bigger ship, they have probably lost their one and only opportunity because you’ll be quickly dropping on the station.

Alternatively, do a “tactical face plant” on the planet. (Edit: This is when you intentionally drive hard at full SC speed at a planet, causing you to E-Drop on that spot. IMPORTANT: Pick a spot that faces the station directly!) It will cost you an FSD cooldown and 2% on all of your modules, but it takes MUCH longer for an attacker to drop on the LW and the gravity well will screw with them as much as it will with you. Find the station during the cool down, align with it, boost repeatedly with 4 Pips to ENG to put distance between you and the drop point, LW and be ready to drop on the station. Practice this and you’ll get really good at it.

2. Sneaky trick. Equip an FSD Disrupter or FSD Disrupt modded dumbfire yourself. If you’re being interdicted by a target that can’t mass lock you (or even if they can) turn on them and hit them with it and LW or HW as necessary. You’ve just bought yourself a little more time.

Edit #2: Take a circuitous and unpredictable SC route. Leave orbit lines on. Fly at a 45 degree angle “UP” and away from the solar system ecliptic plain. Once you are about 1-2,000 light seconds above it, as referenced by looking at the star or Nav beacon, begin your high speed 45 degree angle “down” approach back down to the station. Player pirates and gankers will usually sit on the ecliptic plane somewhere between the star and station. We are aware of this tactic and will adapt accordingly, but the next time you can always go “down then up” if you will.

It’s all about cat and mouse tactics and unpredictability.

See someone trying to get around behind you in SC? Emergency drop in place (double tap the LW button), boost like mad away from that spot, and watch your attacker drop in 10 km behind you as you LW out. Toss a salt inducing “gg” in comms for good measure.
 
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Ummm.

Some rather ill-informed discussion here (but post #32 is excellent advice). Rinzlers famous video is a good start, git gud trading guide or some such.

Never fly without rebuy applies to all modes.
Always be comfortable jumping out, preferably hi wake, disregard the salt from the PvP'rs who claim its a KOS offence, that's just crap. 2 ways, either ensure that you have a system beyond the tgt system as part of the route (press "o" in my case and "J" to get out) or as you jump in, preselect a jump out system to make it easier to jump out if you are interdicted.

It goes like this:


Jump in,
scroll, select station
scroll to next system
move,
interdicted?
submit
boost, boost, boost (whilst driving like a crazy to avoid fixed type weaps)
select, jump out.
Don't worry about heat.
Trade on Commander o7

I use a python, fully armed, A modded and G5 eng'd with HRP / MRP and shields at max, carrying 192T. Does for me.
 
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He was asking for defensive advice so he could go about his business without being ganked.

Mobius is the ideal solution for new players who want time to improve, do their missions without fear of being blown out of the sky by jerks who can't handle anything that shoots back etc. etc.

You do realize that the Mobius group has many times more players participating in it on a typical day than OPEN mode right? Why do you think the Murder Hobos and all the other gankers are constantly up here demanding the end to PGs and Solo?

You don't see anyone from the other two modes demanding an end to Open. That stark difference speaks volumes to anyone paying attention. ;)

Hopefully the OP will look into his options. Open is only one way to play. Its certainly not the only way to play.

I don't know where you get your figures from that show how many players play in open.. only FD have those and they're not telling.

Mobius is great for those who enjoy what it offers, that ED allows three modes is one of it's strengths..

I do take issue with those that attempt to malign Open at every opportunity, especially those that don't play in Open but seem to know most about it..

Each to their own I say, no need to chuck stones over the garden wall..

Not that anything you said here answers my original question..
 
Advice to newer pilots I'd give:

Learn and remember how SC works. The closer to a gravity well you are the lower a rate of acceleration/deceleration you can achieve.

If you are out of interdiction range and heading for open space away from a stars gravity well, a ship behind you and closer to the star CANNOT catch you at full throttle in SC unless you screw up. You have the same top speed (in SC everybody does) but if they are closer to the stars gravity than you are you will accelerate faster and reach that speed sooner. Provided you don't get too close to a planet or approach a companion star you will continue to open the range until they too reach their top speed and will be unable to close on you because you're as fast as they are. That's why you tend to get interdicted most often (by NPCs as well as players) when you've throttled back to the blue for approach. Overshooting at full throttle they can't catch you.

You can make this work for you if you're being chased by a player by deliberately running away at full throttle towards empty space. Provided you notice them and initiate your escape before they are in interdiction range they will find trying to chase you down an exercise in frustration. NPCs don't get bored so won't give up. A player wanting some combat action might.

(I've been known to pack along CG cargo to a CG system without signing up for the CG and see how many folks looking to kill participants I can tempt into spending time on Hutton-style chases far into the black after me rather than bugging anyone else)
 
The best tip to avoid gankers is to join a private group.;)

I initially read that as pirate. I thought you meant to join a pirate group so if they ganked you they would have to worry about retribution or another well fitted ship jumping in to help or to do the same to them! ><
 
sorry, for content:

I play open exclusively these days, I trade, powerplay and do other stuff all in open, even BGS battle stuff. I get interdicted occasionally. Depending on the interdictor, depends on what I do. In a python, if its bigger (or a dacca, dacca build) I run and get out, I have a living to make, a family to feed, a clan to protect. If its equal or smaller, maybe I'll fight (I too carry dacca, dacca kit). I do not act predictably.


Interdictions are usually just an annoyance, do the right thing and you are on your way. I had a good one in beta very recently, got interdicted, no chat, went to offensive mode, the opponent hi-waked out on 46% hull. TBH most of what you see written is often very old, misquoted fear talk, open is only slightly more dangerous than solo, as long as you know what to do.

Fear is spread by the ignorant, bravery by those with knowledge.
 
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Along with YouTube videos.

I would love to see everyone leave OPEN for Mobius or Solo, and leave all those losers twisting the wind. ;)

Perhaps, but PG and Solo have an effective threat level of 0. I've not been ganked in a long time (about 1.0), being aware of the situation, and knowing how to get away from ganking is part of the fun for me, but that's just my personal viewpoint.

Z...
 
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