Ok this is seriously cruel.

This game is so geared towards attackers.

Meanwhile, StormFury in his 25GJ Cutter:



It's not that you're not an easy kill, it's that your literally unkillable in this build vs the average gank-ship.
You'd have to sit still for 6m 21s while they landed every shot, without any pauses for reloads which would let your shields recharge.

and that doesn't even account for banks or HRPs, or an 'off-meta' ganker

Even a Standard C8 Shield with x8 Skill Boosters (no Prismo, no engineering) hits 10GJ of shields...
That's x3 Fully Engineered MetaFdLs worth of shields, on a standard, unengineered ship, with unengineered modules.

You can be a multi-Billionaire with access to this ship and these modules, within a week of your first install.
How anyone, ever gets ganked without deliberately trying to in this game, is beyond me.
However fun it is, the ship as about as useful as a chocolate fireguard for anything else.

O7
 
However fun it is, the ship as about as useful as a chocolate fireguard for anything else.

O7

All this while carrying 500+ tons of cargo and tanking as much DPS as a wing of Meta-FdLs can muster (presuming an enitre wing even made it into your instance), without a scratch, while you wait for your cooldown to finish...

"chocolate fireguard"...?
o7
 
I've seen posts (even within this thread) saying that throttle position affects manoeuvrability during interdictions (as against simply mattering at zero, triggering submission). I've seen quite a few other posts however, both in this forum and elsewhere saying it doesn't make any difference. A third possibility is that throttle position only matters prior to the interdiction.

Is there a definitive story to this? If interdicted, is there evidence to confirm that 5% or 50% or 100% throttle are or aren't any different for ease of escape/capture?
[edit: I'm thinking of conducting some tests if there isn't already a definitive answer]
Your ship is more manuverable in supercruise with lower throttle settings, so you should put it in the blue zone
I just completed a very small sample of tests (2) and couldnt tell any difference... I've usually maintained zero throttle thinking I'm giving the other CMDR a head start on the mini-game... seems that may have been pointless.

I was using an FdL which is fairly sensitive to blue zoning, though a thorough set of tests would be useful.
My CMDR is available, in the bubble, if you need a PvP guinea pig.
With what ship? In small and medium ships it's hard to tell, but in a T-9 you can see the difference.
 
This discussion will be all the more amusing if the OP comes back with logs and reveals that it was an NPC that destroyed his CMDR's ship.

While data is a valuable PP/BGS commodity it makes sense to have to hand it in personally... having to run a gauntlet for credits, merits, influence and reputation, is consistent with that.

It would be handy to have an option for 'unaligned' CMDRs to upload data remotely via the Pilot's Federation... no cash, merits or inf, just your name on the discovery... but I wonder at the effects of providing yet more ways for players to sidestep the game's mechanics.

Oh, I like the gameplay implications of having to submit data in person, and don't particularly want a way to side step this constraint.

However, I don't think it makes much sense from an internal consistency perspective when every CMDR ship clearly has a very high bandwidth FTL comm system with galaxy spanning range (telepresence). If one can livestream a convincing VR experience, one can send any arbitrary encrypted data, and a whole lot of it. The setting was more interesting when FTL comms weren't part of it, but there is really no way to enforce a prohibition against instant communication, and Frontier has always had some form of it baked into the game.

This was never PVP game.

This was always, and remains, a PvP game.

It's just a lot of other things too and one can opt-out of pretty much anything. Hell, we don't even need to put our CMDRs in their own ships anymore.

Problem with PVP is, attacker gets reward outside game rules, and it is much bigger than anything else game can give. This is "fun".

Enjoyment of PvP isn't limited to the attacker (when an attacker can even be clearly identified), or even the victor.

And we're all playing for fun.

I extended there...

Devs could solve by doing %% damages in pvp. Like shield + hull + resists boost and 2-3% of this value per hit is maximum.
I.e. different damage scale, instead pure numbers, use %%.
This way any ship could fight any ship.

I really don't like this suggestion.

It would do utterly nothing to make someone who is intolerant of the current system competitive with those who are, while diluting the simulationist aspects of the game and the impact of outfitting choices.

Referring to PvP activities as PvP activities has the benefit of being accurate.
PvP might be a useful shorthand for ship-ship combat, but not referring to BGS/PP as PvP, obfuscates the fact that they are also PvP.
You can tell from some of the comments here that a lot of players already, and incorrectly, dont think of BGS/PP as PvP.

I make the distinction between direct and indirect PvP, otherwise no one else knows what I'm talking about.

The BGS, of which we are all essentially unavoidable participants, pits CMDRs against each other any time they do almost anything, but it's heavily abstracted and is not what most people are talking about when they say "PvP". So, I call that indirect PvP.

Some people have some uselessly overspecific definitions of what constitutes PvP (scheduled a week in advance, with affirmative consent forms signed in triplicate, where everyone uses identical ships, etc and so forth), but I generally think the basic definition that @ethelred lined out is the most practical one for the sake of these arguments.

As our Lord and Master Braben once said, PVP should be meaningful.

Except he didn't pass that on to the game designers so it rarely is (IMHO).

Lack of consequence is the main reason for this.

When someone yanks my CMDR's ship out of SC to steal from or antagonize him, and my CMDR sends that CMDR to the rebuy screen, they can be back in action, even back in the fight, before the contest with their wingmates has been resolved. Indeed, my CMDR's been in fights where he's shot down the same CMDR two or three times, before having to flee, or getting popped himself.

If being shot down was on the order of one-hundred times more penalizing (in both asset cost and turnaround time) than it currently is, PvP would be much more meaningful. It would probably be a lot rarer, but I am entirely ok with that, as I'm a quality over quantity type.

One of the most rewarding aspects about the engagement in the above video, likely for all involved, was that I lost ranked-up NPC crew, well before it was possible to recover them at the rebuy screen. That's consequence...a small one, but something that added meaning. Incentivized me to learn from the mistakes I made and gave my opponents the satisfaction, that they rightly earned, of inflicting a lasting wound.
 
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This was never, nor ever will be, a PvP game.
But a MMO game.

A big wave to you from Mobius/Solo :)

None of the things the game is are exclusive of any of the others. The game is all of the things it is, even if it's not all of them to all people. It's definitely a PvP game for me, even if it's not for you.
 
Don't get angry or upset, get revenge.

Take your cheapest, smallest, fastest, most agile ship, fit it with an interdictor, and spend the evening interdicting the griefer over and over and over again until they go crying to their PvP Discord.

Funny story, there...

I have a Viper 3, specifically for this job.
Spent an evening at a CG, interdicting Wanted CMDRs to help other players deliver to the CG.
Several days later, I get an email from FDev, telling me I've been reported for "harassing" another player.
I responded, explaining that I was at a CG and I was simply protecting cargo ships and, although I didn't pay particular attention to who I interdicted, it was possible that I interdicted the same player several times.
I got a reply saying it wasn't a problem but I should try to interdict different people so that nobody feels victimised.


I find it ironic that, no matter what you do in ED, there'll always be some people who attempt to justify ganking.
They want to be friends with the 'goids so they're attacking AX players... although not AX NPCs, of course.
They don't want the galaxy colonised so they're attacking cargo ships hauling building supplies.
They're pledged to a PP faction and attacking other players is a "military action".
They're opposed to [insert CG goal here] so they're attacking players doing CG stuff.
Etc.

The ironic part is that, when the tables are turned, they're apparently quite happy to report somebody who's spoiling their fun.
 
Funny story, there...

I have a Viper 3, specifically for this job.
Spent an evening at a CG, interdicting Wanted CMDRs to help other players deliver to the CG.
Several days later, I get an email from FDev, telling me I've been reported for "harassing" another player.
I responded, explaining that I was at a CG and I was simply protecting cargo ships and, although I didn't pay particular attention to who I interdicted, it was possible that I interdicted the same player several times.
I got a reply saying it wasn't a problem but I should try to interdict different people so that nobody feels victimised.


I find it ironic that, no matter what you do in ED, there'll always be some people who attempt to justify ganking.
They want to be friends with the 'goids so they're attacking AX players... although not AX NPCs, of course.
They don't want the galaxy colonised so they're attacking cargo ships hauling building supplies.
They're pledged to a PP faction and attacking other players is a "military action".
They're opposed to [insert CG goal here] so they're attacking players doing CG stuff.
Etc.

The ironic part is that, when the tables are turned, they're apparently quite happy to report somebody who's spoiling their fun.

Awww, gankers are so precious.
 
It's not that you're not an easy kill, it's that your literally unkillable in this build vs the average gank-ship.
You'd have to sit still for 6m 21s while they landed every shot of every volley, without any pauses for reloads which would let your shields recharge.
Hmm, what DPS are you assuming for the attacker here? 6 minutes sounds surprisingly long (or implies lower sustained DPS than I'd expect).
And don't forget that shield recharging is slow - with a quick test build I just put together, a class 8 Prismatic - even with the fast-charge exptl - takes 55 minutes to recharge a 10.7 GJ shield (from 50-100%) with 4 pips to SYS, thus less than 1% per minute. That's so slow as to be pretty much irrelevant to any fight.
Better perhaps to just compare the regen rate - 1.6 absolute units per second - to the DPS of whatever ship you like, and I imagine you'll agree that the regen rate is meaninglessly small, no?
You can be a multi-Billionaire with access to this ship and these modules, within a week of your first install.
For some value of "can". It's technically possible, but please be real: no new players enjoying their gameplay will own a cutter equipped with prismatics in their first week.
 
So I spent hours and hours doing all I needed to do to unlock Marco Qwent, probably the most time consuming and arduous task I've spent in game so far. Finally I'm in Sirius on my way to the Lucifer base to see Qwent and hand over the modular terminals (which I had to do 3 missions for) when I get interdicted. OK, fine, I've been interdicted in my type-6 before and have been able to escape just fine. I'm literally on top of the escape vector for most of the interdiction, easily, however none of the blue bars would light up showing my progress, in fact no progress was made in escaping the interdiction despite being all over the escape vector. I just watched in horror as all the red bars went up, I was dropped out of supercruise and was blown to bits in less than 30 seconds. All the modular terminals I got are now lost. It was like a big final FU by the game after spending a good chunk of a day trying to unlock Qwent. Like what? Seriously angry right now.
I actually envy you, wish I could go back many years for these adventures. Right on, Commander.
 
"I got a reply saying it wasn't a problem but I should try to interdict different people so that nobody feels victimised."

So If I get dragged out of SC 7 times in a row in the space of about 5 mins, I can claim victimisation? Nice.
If I get sent to the rebuy screen by the same CMDR when I am in Shin Dez or just leaving several times within a very short space of time, I can claim victimisation? Nice.

Somehow, I think my thoughts on this are just pure fantasy. Or signs of my mind going. At my age, that's a possibility.
 
The challenge is not getting blown up by those people.
Until FDev introduce a new set of puzzles to go with a new storyline, as was done with the Guardians, this is the only actually challenging part of the game.

Again there are multiple extremely useful guides, the really useful ones are from members of the PvP community, detailing how new CMDRs can utilise the game's mechanics to their advantage so they dont explode eveytime they meet another ship in Open.

This forum's default advice for new/struggling CMDRs is to avoid the majority of the game's mechanics.... it should be, to explore all the game's mechanics to their advantage and to seek info on how to do that, from those who already know how.
To be fair, you can explore majority of in game mechanics in solo. And all of them in private. :cool:
 
Hmm, what DPS are you assuming for the attacker here? 6 minutes sounds surprisingly long (or implies lower sustained DPS than I'd expect).
And don't forget that shield recharging is slow - with a quick test build I just put together, a class 8 Prismatic - even with the fast-charge exptl - takes 55 minutes to recharge a 10.7 GJ shield (from 50-100%) with 4 pips to SYS, thus less than 1% per minute. That's so slow as to be pretty much irrelevant to any fight.
Better perhaps to just compare the regen rate - 1.6 absolute units per second - to the DPS of whatever ship you like, and I imagine you'll agree that the regen rate is meaninglessly small, no?

For some value of "can". It's technically possible, but please be real: no new players enjoying their gameplay will own a cutter equipped with prismatics in their first week.
There's no benefit in debating the value of the 3rd decimal, when the integers are orders of magnitude apart...

... but lets work the numbers:

The total damage output of a x5 PA (Eff/xx) FdL is 42,163 (Damage per Shot * Ammo).
With enough ammo for 6.66 minutes of continuous firing... if uninterrupted and sufficient Cap to fire as often as possible.

A Cutter with Reinf/Hi Cap Prismo & 6HD +1Res +1Therm Skill Boosts =
24,442Mj, with 50% Kinetic resist and 30% Thermal Resist

20% of the FdL's damage is kinetic 8432.6. Inc Cutter's resists (50% Kinetic) = 4,216.3
20% of damage is thermal, 8432.6. Inc resists (30% Thermal ) = 5,623.7
60% of the damage is 'absolute'... ignoring resistances... = 25,297.8

For a total potential damage to this cutter's shields of 35,137.8 @ 351.37 damage per Volley.

With an uninterrupted DPS spree, you've got enough ammo for 6.66 minutes
= 5,276 Damage per minute.

At that rate... uninterrupted, continuous firing, hitting every shot of every volley, for maximum damage from within the falloff range.. it takes this FdL 4 mintues 38 seconds to take the shields off this Cutter.

The Reinf/HiCap c8 Prismo + those x8 Skill Boosts regens @ 1% every 1:15
For an extra 830Mj, or 9 seconds to peel.... 2 more volleys, give or take.
_____
A slightly different/much simpler way to do this...

24442/351.37 = 70 Volleys.
A full volley can be fired every 4 seconds.
Giving 4.6 Minutes to peel the shields.
_____
If the Prismo regens at 1% per minute, that's an extra 1,250 Mj of shield to peel, or an extra 13 seconds.... not nothing, but not game changing. An extra volley or 3. Having said that, it's equivalent to the cooldown period, so pretty significant.

... Noob Cutter incoming
 
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Sounds like ganker. If you you want to play open, just start to add them to block list. Make sure you don't have them friended or their friends too. This will grant to never see em again unless you have common friends and you will gather all together.
To add a bit to that, use the EDMC plugin EDR (Recon) It'll warn you in-game about wanted players. From there you can proceed to add them to the blocklist and relog before you even encounter them.
 
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