Fair enough, but really if you submit, its the fastest way out of trouble, your FSD will have spun up while the AI is still coming out of his spin. A little practice is all that`s needed.
If you submit, no one is spinning.
Fair enough, but really if you submit, its the fastest way out of trouble, your FSD will have spun up while the AI is still coming out of his spin. A little practice is all that`s needed.
It was warned well in advance that AI was getting more deadly for 2.1 by SJA, so the info was there for any that wanted to listen (as well as 2.1 beta feedback). No I use the conda or cutter for trading, I have used the T9 for trading in the early stages of the game and its a ship I like a lot for its looks etc. A number of experienced Cmdr`s have reported using the T9 without issue in 2.1 but I`ll let them speak for themselves, I guess it comes down to the competency of the Cmdr himself, which is nearly always the case. Also the same Cmdrs never mentioned bugged interdictions and I can't see why such bugs would not affect the conda on its travels. Still does not take from the fact that repeated logging off is a poor form of gameplay and also it is now very important to plan ahead, to have the right ship and fit for the job as well as an evasion tactic if needed instead of flying around sheepishly hoping for the best and pulling the plug when things get hairy.
If you submit, no one is spinning.
The only successful post-2.1 Type9 build I've seen that can survive a failed interdiction from a high-level NPC was a video where the T9 was loaded with 3 X Class 2 mine launchers, and the pursuing NPC Python kept flying into the mines he dropped over and over until it blew up. That tactic MIGHT have helped me against a larger ship but the Elite Viper that took out my T9's engines wouldn't have cared about the mines. I also suspect that FD will tweak the AI so that you can't just drop mines over and over and expect them to fly into them without any evasion efforts so I don't think the mine trick will work for very long.
I see it as a challenge myself and I DO plan on trying to get back into my T9 eventually to see if I can make a build work, but after losing two T9's shortly after 2.1 launched it just isn't worth it for me right now when I can make 2/3 of the profits and some extra cash/mats from gunning down interdicting NPCs in my Python. The problem though at the moment is for players who only have a T7 or T9 as their main ship and can't fight back or evade interdictions.
I knew that I'd get some critical comments but this post has proved a wealth of information to anybody who reads it.
Unless they already know it all. I certainly don't. In my 70 years of life, a short term memory problem keeps me going back to information like this.
So once again, Thanks guys.
One of the problems of a brain disease! Fingers have to wait for the mind to catch up. Been like that all my life.
Captain Kremmen: Thanks for that.
But why fail the minigame, just submit, boost and jump. This is the issue and it's quite simple, mines are another advantage. Cmdr 777 Driver has posted multiple times that he has no issues with his T9 in 2.1, I think its equipped with 6A shields and boosters so it not impossible.
But why fail the minigame, just submit, boost and jump. This is the issue and it's quite simple, mines are another advantage. Cmdr 777 Driver has posted multiple times that he has no issues with his T9 in 2.1, I think its equipped with 6A shields and boosters so it not impossible.
That is what I've been telling you the entire time, the interdiction minigame is bugged so at a certain frequency even when you submit immediately you still "fail" and end up spinning around for several seconds with a long-recharge on your FSD.
In that case: push the button for flying backwards when being interdicted. And don't forget to get back into forward mode when dropping into non-SC-space.I have to wonder if people who have this issue are perhaps suffering from throttle "jitter", and are using forward only" mode. Possibly with minimal or no dead zone to mask the jitter.
I use an analogue throttle, in "full-range" mode. I pull it all the way back to reverse upon interdiction.
And, in 18 months, I have not once ever had an interdiction "fail" even though I was submitting.
I have to wonder if people who have this issue are perhaps suffering from throttle "jitter", and are using forward only" mode. Possibly with minimal or no dead zone to mask the jitter.
Combat logging is cheating, but whatever floats your boat, not sure how you can get any satisfaction from achievements in the game knowing you had to cheat to get it, complaining that you can,t cheat effectively is a bit over the top.
Combat logging is cheating, but whatever floats your boat, not sure how you can get any satisfaction from achievements in the game knowing you had to cheat to get it, complaining that you can,t cheat effectively is a bit over the top.
The OP is playing in SOLO. What he chooses to do in "HIS INSTANCE" of the game is his own business.
It is not your place to pass judgment or ridicule him for choosing to save and quit instead of dealing with the new AI. Depending on the situation, this could very well have been his 6th or more interdiction in a row while simply attempting to complete a cargo mission.
Until the game is free of these wide variety of questionable behaviors, I think the peanut gallery should just mind their own bloody business! Like the OP said... he was playing in SOLO!
Your or my opinion on how this guy or anyone else plays ED in SOLO has no place here!
So that's what combat logging means.
But why call it combat when an NPC destroys an un-armed ship?
I have had ships destroyed when submitted, so many times. (As in: You have nothing? Take that!)
As I said earlier. Slowly got to 11 mil credits then bought the lakon 6.
After two destructions and assotiated costs, I'm now down to four mil cr.
What happens to a player with only enough cr to buy a sw. Six months to get 11 mil. Another six months and back here again.
That is why good players play online. I don't.
How exactly is it "cheating"? You have a 15 second logout delay which is exactly identical to the charge time for a high-wake jump. The devs clearly realized that some players would try to logout to avoid ship destruction in some circumstances so they implemented the 15 second delay to balance the impact of combat logging. It's hard to "cheat" by using a method the devs clearly identify and regulate with a logout timer. I don't think that term means what you think it means.
While we're on the topic though, what about all the Rubigo runs people did from stacking mission by logging in/out of open/solo over and over to refresh the BB missions faster than the devs intended and make upwards of 20 mil/hr? Or the Fed rank grinding people did sitting at Tun and using the same method to grind Fed rank with donation missions without even leaving the station? Because those examples are exploits taking advantage of buggy mission refresh mechanics that many players on these forums apparently encourage as the "best" way to grind cash and rank (at least before they nerfed Rugibo). If combat logging is "cheating" then the open/solo exploit is far worse, and no one seems to care about that as FD have made no attempt to fix it.
Combat logging is called an exploit by FD (pulling the plug that is and not the 15 minute timer) but they have said mode switching is valid at any time and specifically said mode switching to refresh the mission board is not exploiting. Most MP games either wont let you log in combat, reset the timer if in combat, or punish combat loggers. FD don't seem to care even when they call certain forms of CL an exploit
You won't spin but the AI interdictor will spin, that is my understanding. A result you have a head start on your escape. When I interdict an opponent both will spin even on winning the mini game if they don't submit.
"Combat logging" refers to logging out of combat with the 15 sec timer. You're "logging off" which is why it's called combat LOGGING. What you're referring to (hard power reset or terminating the client process) is basically the same thing, it's just a way of circumventing the timer, but since FD has no way of knowing if the client crashed due to a bug (I've had at least 3-4 crashes over this weekend alone) or whether it was closed on the player's end on purpose it's a bit of a moot point. Either way I wouldn't make much of a distinction between the two, as it's hard to regulate someone's ability to push a power button so there's nothing that could be done to prevent people from using a hard reset as form of "brute force" combat logging.
The mode switching is terribad and the only reason FD doesn't consider it an "exploit" is because they're either to lazy to fix it or they tried to fix it and it turned out to be more effort than they wanted to invest. There is really no way that they intended Rubigo or Fed rank to work with mode switches the way it did because otherwise they wouldn't have made the BB missions time-gated in the first place. It's clearly an exploit and worse than any form of combat logging because of the dramatic effect it has on game progression (cash/rank grind) for players who are willing/able to take advantage of it.