Non-combat ships vs Players in Uber-Combat Ships

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...look for hollow squares or worse hollow triangles, turn toward them and pick up speed. lock the hollow icon on your sensor so you can see his/her ship and watch it's flight path. As you pickup speed, watch to see if this target turns to get behind you which is the position you have to be in to make an Interdiction attempt...

That is spectacularly useful - thank you! That fills in the missing piece in my understanding of how to figure out whether someone is just behind you because they're going the other way / slower, or whether they're interested in you.

TL; DR...

Absolutely not - read with interest, and saved for future reference - thanks a lot for taking the time!
 
They're just after salt usually.

Pirates will roleplay, PvPers will usually challenge you, murderhobo like that one just want to feel almighty, but will run/combat log at the first sign of trouble.

Anyhoo, best tactic is 4 pips to shields and high wake.
It requires a bit of multitasking, but during the interdiction, select a suitable high wake system, while fighting the mini game. Once you're all set, throttle down to submit (unless you're winning).
When you drop, do evasive manoeuvres, strafe, boost, turn etc, even drop heatsinks to force loss of target, all while charging to jump. Once 90% charged, find your target system, boost (to align) and jump.
Don't just fly in a straight line, and don't try to outrun an FDL either. Lol

When you reach your destination, immediately throttle down and drop out of supercruise. Then jump to a distant system from there to repair and change your pants. Lol

If you're bigger than your attacker, simply low wake, then as soon as you hit supercruise, zero throttle, and drop, then jump out to a new system.

CMDR Cosmic Spacehead
 
Sorry to hear you are having issues with these sort of attacks, they are, as mentioned above, part of Open experience some like it, some hate it, but it is OPEN!

Going to Solo or a group is the perfect answer and will instantly stop these sort of encounters. However if, like me, you want the Open experience and the adrenaline buzz, then you have to try learn the evasive action. If they do interdict you in the ship you are describing, basically you will lose, and credit to you for not combat-logging.

The way i always approach this type of game play is to beat them in supercruise, not in normal space where their weapons will shred you before you can text 'Why are you doing this?' Press the keys 'Ctrl' and 'B' whilst in game and it will bring up in the bottom left corner of the screen a 'Bandwidth monitor'. This very basically shows you network traffice coming into your PC and leaving your PC. BEFORE you jump into a system if the send and receive numbers start to SPIKE at above say 1000+ and continue in this high or go higher it means your PC is contacting another players PC to bring you together in the same instance.

So now you know to expect other players when you drop into that system, armed with this knowledge expect the unexpected, and immediately look for hollow squares or worse hollow triangles, turn toward them and pick up speed. lock the hollow icon on your sensor so you can see his/her ship and watch it's flight path. As you pickup speed, watch to see if this target turns to get behind you which is the position you have to be in to make an Interdiction attempt. You will (Should) be going faster than this target by now so they cannot interdict you untill the distance tween you starts to decrease so as long as you don't slow down or turn sharply they will always be behind you with the distance tween your ship and their ship growing you are safe.

This will give you an indication if they are after you or not, if they keep following you when there is nothing in the direction you are heading they are after you. They will never catch you as long as you are not heading towards any Planet, star ot other object which will slow you down, maneuver your ship to head into deep space.

One of two things will happen next.

1. They will give up the chase as you pull them further and further away from their hunting ground and they will give up the chase they cannot win.

2. They keep following you, in which case you High wake out and have a rethink on you getting into that system (Going to try again ot going into Solo/Group and then trying again). Ig you choose a high wak option, make sure your intended system you are jumping to is in front of you and not behind you in ANY way, as if you turn to line up you may come within their FSDI range and Bang they have you!

The above all depends on out thinking the cmdrs and being quick in your decision on what you do when you drop in. This is where the bandwidth monitor is SOooooooooo useful not only for the attackers, as they can also see you approaching on their monitor as much as you can see them whilst you are approaching. So if you see this rise on the start of the drop in procedure, BE AWARE and BE READY.

If you are in a bad position with hollow squares/triangles all around you when you jump in, come to an Immediate stop, and drop into normal space, make sure speed is at minimum and whilst the 10 sec FSD cool down is happening,
go to the Nav panel choose another system and high wake out. The aggressors have to find your wake signal and approach this. This period of time in them dropping on your wake signal should give you enough time to cool down, plt your next jump and activate the FSD.

As you get more experience at this procedure, you can play with them a bit, bring your throttle to just under the shaded area on the throttle indicator, initiate your FSD and line up with your next jump and it count up but you will not jump as you are not going fast enough. Have your finger hovering over the boost button, and as soon as the aggressor jumps in, YOU BOOST and you insta jump leaving him/her stranded whilst they cool down. they won't have time to do anything.

This last bit needs a bit of practice, but it is my fav why of avoiding these types of incidents. I even do this but low wake instead of high wake so i jump back in the same system and head towards my destination. I count 14 (Their cooldown period and their FSD countdown), then just as they pop up again i am at idle speed and i drop down again and repeat the procedure. Its amazing how this really really annoys them. A word of warning......you must practice this as timing is critical in getting this to work, and it won't work if they are in a group as a wing member will be waiting for you to pop back into supercruise and they will nab you. Thats where experience come into it.

TL; DR.......
Bandwidth Monitor...USE IT.
Practice watching what their ships do.
Fly towards them and past them.
Get up to speed as soon as possible.
don't head for any star, planet, or other gravity item which will slow you down.
Practice again.

You can have some fun with these people and laugh at the abuse they send over the ingame comms

Fly Safe.



Great advice overall, but I'd create some distance asap, in the part I put in bold.
That prevents anyone dropping on your wake from being able to drop right on top of you.
Enough distance and they might not even be able to scan you.
 
A lot of this has already been covered but I'll throw in my 0.02 anyway.

You survive this by not being interdicted. Period. With that kind of disparity in real-space combat power you're toast if you drop.

However, before the interdiction YOU have the advantage. Both practically and psychologically.

The arc behind your ship from which an interdiction tether can be established is the danger zone. A hollow blip moving towards that arc is a threat no matter whether they are approaching it simply because you're on reciprocal courses or are actively maneuvering to pull you over. You must maneuver to keep them out of that arc or at the very least out of range while they are in it. Doing this reliably is not easy. Eventually, if they are chasing you, they will end up on your six. To remain un-interdicted beyond this point you must be out of range when they enter that arc, further out in the systems gravity well than they are and at full SC throttle. Achieve that and they cannot close into interdiction range of you provided you do not throttle down or encounter a limiting gravity well. You will be accelerating faster than they are and you will hit the SC speed cap faster. The range will open until you're both far enough out to hit that cap and then it will hold constant.

This means that your ideal vector to be on is directly zenith or nadir out of the system's orbital plane. If you can achieve that and be out of interdiction range before they enter your rearward arc they cannot catch you. And this is where your psychological advantage comes into play.

You're an explorer. You've probably got a greater tolerance for long SC flights than your average pewpew merchant. He'll get bored and go find something easier to shoot before you will. In addition, you "don't have to be there" - If you're on your way "out" you're probably looking to hiwake away as soon as your drive cooled anyway. If you're on your way "in" then the data you are carrying is equally valuable at any other star system. If you don't want to twist his tail by blowing raspberries over the com as he tries in vain to catch up with you, once you're sure the range is safe and increasing you've the leisure to plot another destination and simply vanish. Just don't reorient to your destination until your drive is fully charged and ready to engage.

If none of that works or is impractical for a different reason that leaves you still one last resort. Win the interdiction minigame.
 

Deleted member 182079

D
One thing I sometimes do (only in a small, maneuverable ship, like the Sidey or Vulture) in SC is to wait until someone tries to line up to interdict me, I select their ship and counter the direction they're flying (trying to get behind me). Round and round we go, until one of us gets dizzy or bored:p The satisfaction again comes from the knowledge that your antics probably helped another player reach their destination while you're keeping the attacker busy. Particularly useful in trade CG systems.
 
Simon called it pretty well actually - you weren't blunt; you were rude - needlessly so.



Nope.
Just blunt.

The statement is false, and no amount of diversionary rhetoric will change that.
That is all this is, tone policing.

Tone policing (also tone trolling, tone argument and tone fallacy) is an ad hominem and antidebate appeal based on genetic fallacy. It attempts to detract from the validity of a statement by attacking the tone in which it was presented rather than the message itself.
https://en.wikipedia.org/wiki/Tone_policing


Yes, that is an ad hominem and common bullying tactic you are using.

Eg

In Bailey Poland's book, Harassment, Abuse, and Violence Online, she suggests that tone policing is frequently aimed at women[1] and attempts to derail or silence opponents who may be lower on the "privilege ladder". She writes that "In changing their tactics to criticizing how the women spoke instead of what the women said, the men created an environment in which the outcome of a dispute was not decided on the merits of an argument but on whether the men chose to engage with the arguments in good faith."[1] and adds that tone policing is frequently aimed at women as a way to prevent them from making points in discussions.[1].


So what's rude is your subsequent derail here.

Why don't you contribute to the OP instead?
 
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Ooooo...nasty! (sorry, could not resist with the avatar OP :) )

If you are in a light build that has no defensive measures the only thing you can do is plan where you go and keep a beady eye on the radar. Taking non-obvious SC flightpaths and checking for players creeping up on you is one way, staying away from crowded systems is another. Anything hollow and with an interdictor is trouble, and always keep a high wake target selected.
 
Great advice overall, but I'd create some distance asap, in the part I put in bold.
That prevents anyone dropping on your wake from being able to drop right on top of you.
Enough distance and they might not even be able to scan you.


Yes Bob, additional good advice. Above all my rather long advice does need practice. You will lose some as you do the practice, but as long as you learn why you got Nabbed, and put it right next time.

Practice with NPC's first OP, until you can perfect this sequence. Practice and Practice again, and you can avoid any griefing in the future.

A message for Bob.... Do you really live in Hawaii? OMG, i am not jealous AT ALL...Damn you :) :) (That place is on my Bucket list to visit before i pop my mortal coil!)
 
I disagree with your advice of blocking. Blocking people who shoot you in game where shooting you is allowed is wrong imho.
If they harrass you, use exploits etc. that is another thing, but blocking just for shooting you? Hmmmmno...


Depends.

OP described a situation where he is pulled out and shot straight in the head. No reason, no demands. Just shot. In my book it's pure definition of harassing. True - it's not consecutive behavior but no prior interaction (no comms, no threats, nothing) suggests ill attitude from the start. So to filter such ill attitude blocking is perfectly viable.

OTOH - what you say, blocking for the sake of blocking because someone shoot you, I agree. Just that logic doesn't apply in OPs situation. Anyway, it was just one of the options. We still have "git gud" or hide in safe Moebius.

o7 CMDRs
 
Second, don't call them psychopaths. Some propably are statistically, but they are players too.
.
Hmm. I guess you are right. I mean, they are not as logical as NPCs, their communicative abilities fall short of those of NPCs. But you can't really tell if their issue is a mental thing. Their behavior can also express severe deficits on a physical or social level.
.
 
I thought the new C&P system was in place OMG!!!111!

Everyone is basically saying to git gud, which is good advice ofc.
But i wonder.. C&P is done? Its ok now? it works?
And the "balance" between ship loadouts concerning PVE and PVP interactions?

I would sum everything up in: Meet the elephant in the room, which is people killing other people for sport, where we are missing the trully bad guys. There is no meaning in being a bad guy in this game, because of the unfinished mechanics.
 
Yes Bob, additional good advice. Above all my rather long advice does need practice. You will lose some as you do the practice, but as long as you learn why you got Nabbed, and put it right next time.

Practice with NPC's first OP, until you can perfect this sequence. Practice and Practice again, and you can avoid any griefing in the future.

A message for Bob.... Do you really live in Hawaii? OMG, i am not jealous AT ALL...Damn you :) :) (That place is on my Bucket list to visit before i pop my mortal coil!)



You can also find a friend to practice with.
Trading roles is really helpful.


Yes, this is the bay right behind my house:

9595cc5c-5b2a-44d9-892e-98251ab79846.c10.jpg


This beach is a short bike ride away:

Lanikai1.jpg


Some cool hikes nearby too:

hqdefault.jpg



Let me know when you make it down!
 

Deleted member 182079

D
You can also find a friend to practice with.
Trading roles is really helpful.


Yes, this is the bay right behind my house:



This beach is a short bike ride away:



Some cool hikes nearby too:




Let me know when you make it down!

Atmo landings and spacelegs confirmed!
 

Deleted member 182079

D
I thought the new C&P system was in place OMG!!!111!

Everyone is basically saying to git gud, which is good advice ofc.
But i wonder.. C&P is done? Its ok now? it works?
And the "balance" between ship loadouts concerning PVE and PVP interactions?

I would sum everything up in: Meet the elephant in the room, which is people killing other people for sport, where we are missing the trully bad guys. There is no meaning in being a bad guy in this game, because of the unfinished mechanics.

The biggest problem I personally have with C&P is the space police being completely toothless. They should have the ability of those Elite ships you encounter in wing bounty missions, and at least 6 of them should drop (preferably all engineered big 3/4 ships).
 
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