The Interdiction discussion thread.

Interditions...

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    Votes: 7 70.0%
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    Votes: 3 30.0%

  • Total voters
    10
  • Poll closed .
Now, I'm not trying to wind anyone up here, but, I have interdicted 14 ships and failed one - a viper!..and that one looked pre-determined to me, which I have no problem with, as there should be some doubt to keep your interest..whether I'll feel the same way after looking for my mission target for 20 mins, remains to be seen!
Previously, I could guarantee 100 times out of a 100 interdicting my target ship, so this is a welcome addition. This is my first chance to try out 1.4, so due to the furore surrounding interdictions, I decided to attempt to evade any also, to test how difficult it is - with 100% success, granted only 6 times, so the significance level of this sample is hardly conclusive.
I use an A2 interdictor and as I implied, this post is merely to tell anyone that the mechanics are not broken, because there are, quite frankly, some ridiculous posts about how impossible it is!

What's your combat rating? I'm Master, fly a Python and have a better interdictor than you (A3 vs. your A2). I can successfully interdict 1 in about 8 tries. I don't remember being able to evade a single interdiction all evening yesterday, a 4 hours session. Plenty of interdictions agains me, none won. Tried a couple of dozens interdictions myself, won 3 or 4.
 
Believe me, I live in rank 5 in PowerPlay on 50m credits a week almost exclusively doing interdictions. I've interdicted thousands of ships, and in the past have been at it days between docking and repairing. In my whole time I've cracked a canopy once, and that tends to follow low hull strength, but this is very different.

The new 1.4 game is shockingly different for underminers. 80% hull after 9 is a undermining game changer. Could be very interesting for PP. Quite looking forward t seeing how this goes.


80% hull after 9 interdictions does not seem right to me. Might be a bug or a tweaking problem.
Or perhaps they intentionally made it a bit more costly?

The cracked canopy is a different matter. I have been doing a lot of undermining in 1.3.
I think I had approximately 1 cracked canopy every two weeks, if that.
I have been doing several interdictions yesterday and today. I have had no cracked canopy yet.
I also did not experience extreme hull damage due to interdictions.

I do not really know what factors influence canopies cracking in an interdiction situation.
I do not believe it has anything to do with low hull strength per se.
My canopies have always cracked when my hull was still above 90%.
 
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Have you ever thought that's maybe why its been changed then .. To make it harder, to make you spend more of your in game wonga.

Lots of whining about 1.4 it seems today .. Anything that makes the game harder is a step in the right direction in my book ... This isn't Elite Dangerous : Loads of Easy Wonga Edition

There is harder and then there is harder. Going from winning 100% interdictions of NPCs to 15% seems a bit much, IMHO. We need some balance, you know, when you strike it in the middle? Hard, not too easy, but hard, not too difficult. Seems an easy to understand concept...

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what class and grade of fsd interdictor are you using? Have you tried upgrading and checking the difference?

There are at least 2 other red threads about interdictions being too hard in 1.4. Someone posted they went from an E4 FSDI to an A4 and they didn't see any difference. Just the range increased.
 
Have you ever thought that's maybe why its been changed then .. To make it harder, to make you spend more of your in game wonga.

Lots of whining about 1.4 it seems today .. Anything that makes the game harder is a step in the right direction in my book ... This isn't Elite Dangerous : Loads of Easy Wonga Edition
I think there's a lot more positive feedback on 1.4 than negative.

I like the idea of restricting interdictions either by making it harder or by ship wear n tear, as I think this will add a great dynamic to some parts of the game, especially Pwar Play. I hope it's not a bug tbh. Looking forward to a slow down in undermining even if I do it a lot myself.
 
what class and grade of fsd interdictor are you using? Have you tried upgrading and checking the difference?

This. This is the question I've been wondering about through all of these 'interdiction is broken' threads. What was being interdicted, and what size and class interdictor was being used. Does it now make a difference?
 
what happend to ED in the last update its broken now.
1) it always says repair ship for 10 Cr
2) interdiction and npcs are broken. I can not escape interdiction, it used to be easy yes too easy but now its nearly impossible. I have yet to succeed since the last update. Also I was just interdicted 4 times by two NPC back to back. I mean I literally had about 6 secs in between each interdiction. Not fun FD!
 
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Interdiction. What's this mess

Hi everyone,

I've not played since 1 month.

Is it me or escaping from an interdiction is really harder than before ?

Until august, I can escape with my Type 6 easily.
But now, when I'm just front of the escape cursor, my level of escaping move up slower than before and slower than the pirate.

I think it becomes too stronger. My Type-6 with almost 20 seconds in the middle of the escaping cursor does not make any difference....

Have you feel this too ?

Cheers,
 
There appears to be a bit of a bug at the moment. Talked to a few people about this, some have suggested its people using cheap FSDIs, but after some testing, it appears even with the best FSDI you can fit interdictions are now very hard.

And, if i understand correctly, its not one sided, it depends on what side of the interdiciton the NPC is on. NPCs interdicting you are very hard to shake off.

So, if what i've heard is right, its not that making interdictions is harder or being interdicted is harder per se. Its that they have boosted NPCs to be harder to be interdicted and escaped from.

Either they have intentionally gone overboard, or its an accident, but it seems like most of the community agree its over the top.
 
Looong interdiction followed by some odd AI..!

Caught this as I thought the interdiction was quite tedious, but then some odd behaviour from the AI - v1.4
[video=youtube_share;TP1_OSya3D0]https://youtu.be/TP1_OSya3D0[/video]
 
Either they have intentionally gone overboard, or its an accident, but it seems like most of the community agree its over the top.

I like it the way it is now. Dangerous and higher NPCs should be really hard to interdict/shake off. You probably can't escape from a competent player, so why does it have to be easy against the highest skilled NPCs?
 
I don't believe it's working correctly seems more to be luck as I have had mixed results, one example which is similar to several interdiction attempts is a B2 FSDI on my ASP Interdicting a competent NPC Vulture.

Mid range to target with throttle in the blue and I kept my reticle directly on the target throughout but I immediately start losing the tug of war which last about 15 seconds with the indicator bars steadily going in the targets favour, surely if they were matching my skill it should have stayed even?
 
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Tried a fews interdiction last night on my first 1.4 run.
First attempt against an Asp instantly failed and the interdict sound effect kept playing until I manually dropped out of SC.
The next few attempts were succesful but took much longer than previously, in fact up to a minute on one occasion.
The instant fail bug crept up again a few times.

I think for newer/returning players this will prove to be frustrating and a step too far in the interdiction mini game!
 
...You probably can't escape from a competent player...
You should be able too, unless you are yourself incompetent ;) Unless you mean that the interdictor should have an advantage?
Should be really difficult (almost impossible) to yank a spaceship (a tiny speck in enormous space travelling at mind boggling speed) out of SC.
 
The escape vector just flickers between 2 fixed points now on my screen whilst the red bar rises rapidly, moving during this time makes no difference. Its gone from broken pre 1.4 to broken differently post 1.4 so no real world change from my POV!
 
Traders will likely stay in solo mode, build up creds to get a better ship, then move into online mode, because lets face it if you don't you'll end up as griefer / banther foodooo

It may but you would end up loosing your nice new anaconda/python to someone in a viper who has developed their pvp skills over time.

PvP & PvE completely different. If you want got get good at PvP start in something very cheap and work your way up I.e. Eagle> Viper> Vulture. ...etc
 
lag

peer 2 peer

de-sync

pick your poison.

Sometimes you might get lucky enough to see the interdiction target go behind you or fly side ways.

Those are very good points, and things I've been wondering about recently.

I'm one of those struggling badly with interdictions since beta. I've gone from a very close to 100% success rate to if I'm very lucky, 40% (I'm referring to interdicting NPCs, not evading interdictions). Clearly there are people who are having no issues, or at least minimal ones, there are people who like the change, and that's fine, but for some players this is also clearly a significant problem.

I watched a video posted yesterday of someone interdicting NPCs, and it looks like a different game to the one I am playing. I completely accept that this player probably has better joystick skills than I, but it was almost as if the target hardly moved at all. In my case, the target is often completely out of view below or above me (and yes, obviously I'm trying to move my joystick in its direction), and it also veers way to the side, and even trying to twist / turn my joystick fully to follow it, the targeting reticule cannot reach it.

So I was wondering whether network connection lag (I have a pretty good one I thought, but who knows) might be impacting this? Certainly, for those who are being affected adversely by this change it is extremely frustrating.

There is harder and then there is harder. Going from winning 100% interdictions of NPCs to 15% seems a bit much, IMHO. We need some balance, you know, when you strike it in the middle? Hard, not too easy, but hard, not too difficult. Seems an easy to understand concept...


There are at least 2 other red threads about interdictions being too hard in 1.4. Someone posted they went from an E4 FSDI to an A4 and they didn't see any difference. Just the range increased.

I agree that if it becomes something that's simply not worth doing because you will lose a significant percentage of the time (and yes, costs for failing an interdiction can be quite significant), then in some way they have made inappropriate changes.

I have tested the different size interdictors, I have also tested every suggestion regarding throttle position and pip settings, and while I am not saying they are all wrong, I can say with certainty that none worked for me.

I think there's a lot more positive feedback on 1.4 than negative.

I like the idea of restricting interdictions either by making it harder or by ship wear n tear, as I think this will add a great dynamic to some parts of the game, especially Pwar Play. I hope it's not a bug tbh. Looking forward to a slow down in undermining even if I do it a lot myself.

It would be fine if interdicting became something that you had to think about before doing, but I believe the issue here is that FD have simply pushed the success rate of NPCs at either end of the interdiction much too high. And I should say that while at the moment there is no real need to interdict NPCs as you will always find them in signal sources too, the signal source mechanic is hardly compelling gameplay, so to discourage more entertaining gameplay by making it too difficult is at least IMO a poor design choice.

There appears to be a bit of a bug at the moment. Talked to a few people about this, some have suggested its people using cheap FSDIs, but after some testing, it appears even with the best FSDI you can fit interdictions are now very hard.

And, if i understand correctly, its not one sided, it depends on what side of the interdiciton the NPC is on. NPCs interdicting you are very hard to shake off.

So, if what i've heard is right, its not that making interdictions is harder or being interdicted is harder per se. Its that they have boosted NPCs to be harder to be interdicted and escaped from.

Either they have intentionally gone overboard, or its an accident, but it seems like most of the community agree its over the top.

Yes, I'm pretty sure this change just affects how NPCs are able to stay on their target in an interdiction (either when interdicting, or lining up with their escape vector). I doubt it affects PvP interdictions at all. I know that they have been 'playing around with it' since the beta, and I also know that they are aware there are some problems with it at the moment, so hopefully they will be able to come up with a solution that makes everybody happy.
 
Frontier: please explain how interdiction works

With 1.4, the interdictions, specially with NPCs, have dramatically changed.

Now, nobody really knows what factors are used to determine who is winning the minigame.

Could someone at Frontier take the time to explain exactly what are the factors that determine who win an interdiction and who evade an interdiction, please?

I've read numerous rumors from other players but nothing conclusive. With interdictions being an important part of the game, I think we deserve to know exactly how it works.
 
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