PvP PvP interdiction mechanics.

Hello, I and a friend were "practicising" attacking and defending against pvp interdictions today and we found some rather puzzling resoults. The theter tunnel pretty much always is nearly perfectly straight, unlike with npcs. The minigame is really really easy for either of us no matter what end we were on (target hardly ever moves) but we never managed to actually successfully defend - seems like the game favours the attacker in a tie.

Heres the question: How can either party make the interdiction difficult for the other, like npcs do?
 

AP Birdman

Banned
I honestly don't understand all the mechanics of player interdictions but what I do know is the best way to escape is to submit to the interdiction (for fast fsd cool down) the high wake to another system.
 
[...] *snip* seems like the game favours the attacker in a tie.

Yes, this tends to happen (tested few times too).

And as Birdman said, whenever a player is near to lose the mini-game it's better to submit (faster FSD cooldown) and hi-wake (not subj to mass-lock). As an addtional evasive maneuver, once the mini-game ends make a 180° turn and keep boosting (basically toward the attacker) and even better if you drop a heat-sink as you litterally disappear from the radar for a while.

This usually works for the defender because 95% of times the attacker can't target you with FSD disruptor missiles / Grom bombs in time and you can safely hi-wake.
 
Thanks guys but im aware of the submit and boost thing, what im curious about is how to make the "tube" during a interdiction so shaky and windy like it happens during npc interdictions.
 
I am also curious about this. I lost twice trying to interdict a CMDR in his AspX the other day from a Challenger, and I lost very rapidly, despite being pretty much completely centered on the target blue the entire time.

Either the AspX has some better modifier, or there was something very funky going on in the networking agreement between our consoles about the game, because had it been an NPC I would have won, or at least lasted more than 4 seconds.

Like Yautja, also wondering if FSD size/class matters.
 
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I am also curious about this. I lost twice trying to interdict a CMDR in his AspX the other day from a Challenger, and I lost very rapidly, despite being pretty much completely centered on the target blue the entire time.

Either the AspX has some better modifier, or there was something very funky going on in the networking agreement between our consoles about the game, because had it been an NPC I would have won, or at least lasted more than 4 seconds.

Like Yautja, also wondering if FSD size/class matters.

Yes, it increases range.
 
Yes, it increases range.

Sorry I was imprecise. Does it change the minigame dynamic at all. I'm aware of the listed stats, but sometimes there are hidden stats, for instance cobra and FdL have a higher boost multiplier (7) than all other ships(4, except vulture 4.75), courier boost only last 2 seconds, most other ships 3 or 4, etc.

So I was wondering if interdiction was tied to such a number, or possibly supercruise handling (although the latter seems unlikely, as it would mean a large should would basically always lose to a small one, with the possible exception of a clipper vs. some of the mediums)
 
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I don't know of any but the general consensus seems to be that fighting it is pretty futile so I'd lean towards a wonky connection.
 
I don't know of any but the general consensus seems to be that fighting it is pretty futile so I'd lean towards a wonky connection.

That was my intuition as well. But much of the reason submit is suggested is because the FSD cooldown penalty on failure so severe. However, for all we know there was a change in 3.3 (but given how many new PS4 crashes in 3.3... yeah wonky sounds about right).

Anyway thanks for the input.
 
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