General Nerf Frame Shift Drive Interdictor

Wait are you actually serious?

Do you seriously expect a brand new pilot to risk thier ship because youre giving atrocious advice simply out of hubris?

OP, if you want advice on anything involving other players, seek out those who actually play with others as thier ingame profession. Ganker, greifer, powerplayer. Most PvP orientated players are happy to give advice if youre not a total wombat.

It's kinda sad you took a ridiculous broken minigame where lag is the only deciding factor, and raise that as your endgame competitive content in a MMO sandbox. I pity you.
 
It's kinda sad you took a ridiculous broken minigame where lag is the only deciding factor, and raise that as your endgame competitive content in a MMO sandbox. I pity you.

Well you've got an experienced PvP player telling you that submission and HW is the fastest survival method and you someone who does not PvP, is arguing about it.

Pity away. Read though, plenty here telling you the same thing. But hubris is a hellva thing huh? Helluva thing.
 
In the same way bringing up the reticule to zoom in and fire at something in an FPS is a minigame.

It's a mechanic in the game. This "minigame" hate is weird sometimes.

It's a game you dont want to play, so you can high wake and switch mode. Stupid waste of time and development resource.
 
I'm sorry but this video is insufferable. You cant just slap Benny Hill theme on some game footage, accelerate it, and call yourself an influencer. It just wont work. Get some Final Cut tutorials, put a good vignette. You'll get past 100 views eventually.
Look at my user name and then look at that wing icon to the top left.
 
Sure you can switch mode, But noone ever grew through running from adversity.

Yes, but there is a middle ground here.

Comfort, stretch, panic. The idea is that people are pushed to stretch themselves without being put off by the difficulty. So there is a minimum standard as you suggest, but also a maximum.

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However, submitting is generally the best way to escape... that makes no sense, surely surrender should be the best way to give in and you know, submit to the enemies demands.

well, it could be compared to 'submitting' to a cop by stopping on the side, waiting for the cop to step out of the car and then quickly dusting off. this should give you some advantage and distance, at the cost of urinating off the cop even more .,..

the real dissonance here is high-waking. this is where the game simply forfeits the whole mechanic and yadda yadda about otherwise utterly important mass lock factors and whatnot, for no other reason than making escape easy.
 
The idea about submitting is that you have a 15 second cool down. During that cool down you have to break the attackers line of sight, hence the turn and boost. Now if you don't have any engineering or protection to absorb damage you're going to die regardless but that's common in any game but even more so in elite since the engineers take time to unlock. The longer you have played the game the more of an advantage you have.

Don't ever boost in a straight line in front of the attacker unless you have a 600 m/s+ boost speed.
 
well, it could be compared to 'submitting' to a cop by stopping on the side, waiting for the cop to step out of the car and then quickly dusting off. this should give you some advantage and distance, at the cost of urinating off the cop even more .,..

the real dissonance here is high-waking. this is where the game simply forfeits the whole mechanic and yadda yadda about otherwise utterly important mass lock factors and whatnot, for no other reason than making escape easy.
I suppose the high wake exit comes with the disadvantage that if you're trying to get to a destination you then have to jump back in and start the trip to the station all over again with the same players blocking your path. If you're trying to complete a mission or you're doing a CG, leaving the system isn't going to help you beyond letting you try again.

For the player doing the interdicting, I suppose it depends on whether pushing someone out of the system counts as a win for you.
 
I suppose the high wake exit comes with the disadvantage that if you're trying to get to a destination you then have to jump back in and start the trip to the station all over again with the same players blocking your path. If you're trying to complete a mission or you're doing a CG, leaving the system isn't going to help you beyond letting you try again.

For the player doing the interdicting, I suppose it depends on whether pushing someone out of the system counts as a win for you.

indeed. makes a lot of sense if people commit themselves to open and that gameplay. but it's still a special case, in other instances it does make sense to catch the victim and this plays against. i'm not questioning the general mechanics, though, just pointing out the dissonance in the same maneuver having such different behavior depending on the target selected, and making mass lock factors unimportant. plus the level of danger is greatly reduced (or trivialized in form of seal clubbing, until seals learn to high-wake where pvp becomes optional altogether).
 
I suppose the high wake exit comes with the disadvantage that if you're trying to get to a destination you then have to jump back in and start the trip to the station all over again with the same players blocking your path. If you're trying to complete a mission or you're doing a CG, leaving the system isn't going to help you beyond letting you try again.

For the player doing the interdicting, I suppose it depends on whether pushing someone out of the system counts as a win for you.

Well that's almost an embryo of roleplay objective we got here. But meh. The reality is your just pushing someone out of the system and the gamemode, because camping a CG and spamming interdiction in a wing is skillless easy, but switching mode or reentering in another instance is even more easier.
 
This video just shows people how to loose the minigame and submit to interdictions. And grind for engineered shield boosters. Ironic to call that a guide
From the above comments it is obvious that you were not paying attention to the vid, or you did not watch the vid. Which is it?
 
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This video just shows people how to loose the minigame and submit to interdictions. And grind for engineered shield boosters. Ironic to call that a guide
The real irony is that you either didn't watch the vid, or just weren't paying attention, thus missing several key points. But you still thought it was a good idea to make a comment...!
 
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i think a better option would be to take into account if it doesnt already the mobility of each ship so a fighter like a Eagle/Sidewinder would be easier to get away from slower ships.
 

Nice, but you are flying a Clipper, one of the most maneuverable ships in SC and your opponents are flying ships with worse maneuverability (Cutter, Krait mk2, Phantom, FDL)
Also, obviously you are also really really good at the minigame (relative mouse i guess?)

I wonder if you manage to beat interdiction from an equally skilled player who' flying a DBS :)
 
Nice, but you are flying a Clipper, one of the most maneuverable ships in SC and your opponents are flying ships with worse maneuverability (Cutter, Krait mk2, Phantom, FDL)
Also, obviously you are also really really good at the minigame (relative mouse i guess?)

I wonder if you manage to beat interdiction from an equally skilled player who' flying a DBS :)
It wasn't me, I wouldn't have managed to do that. Yeah, the clipper is good with interdictions however most medium ships are maneuverable enough to be able to escape even though there are differences in how well they can handle it. Small ships always gives me a good fight. The Point is that it is possible to become good at it. Obviously I know from first hand experience that my wing mate who recorded the video is very good at avoiding interdictions (I've tried interdicting him and failed on several occasions) so I wanted to show that it's possible to become good at the mini game.
 
We obviously dont have the same definition of "skill" when all you give as advice is to loose a game on purpose to "win".
Depends on your definition of win I guess. If winning = escaping the interdiction, get better at it or use a different ship. If winning= not getting blown up, then submitting/ waking out is a valid tactic.

Best example I can think of is "scrums" in 7s rugby. There is a tactic where you offer no resistance and pull the other team through to catch them off guard. Or you can cite a few examples in military history of armies feigning the breakdown of their center force to bait rush from the other side and flank them.

TL;DR- Better to have a strategic win than a tactical win
 
Best example I can think of is "scrums" in 7s rugby. There is a tactic where you offer no resistance and pull the other team through to catch them off guard. Or you can cite a few examples in military history of armies feigning the breakdown of their center force to bait rush from the other side and flank them.

Hey, scrum/tug of war mechanisms would turn interdiction into a much more interesting minigame. If the tether was somewhat elastic, rather than a rigid band, force could be transferred to the smaller ship upon completion. Interdict a Type 9 and its Elite pilot may manage to step on the brakes using a nearby moon just as you win the interdiction, hurling your FdL 50km in front of you. Would need coupling with the relative size interdiction difficulty I suggested earlier, to prevent big 3 ships bullying small craft.
 
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