Type 9 heavy woes.... interdiction losses like crazy

Stay in the blue zone for throttle too. I haven't lost to the AI in a Type 9 for eons.

If you are really in trouble with the interdiction, zero your throttle to submit rather than lose. This will allow your FSD to recharge much faster, and you can zip back to SC quickly.
 
On interdiction, immediately drop Throttle to the blue zone.
Then rotate the interdiction to above / below you
Keep an eye on when the npc flips the interdiction and relax the pitch so that he centres it for you and it doesn’t overshoot
Lots of small movements
 
Need pointers/help etc

When you get the interdiction message (tasty cargo, etc) immediately put throttle to 50%. Either bind that to a key or do it by hand - 50% is right below blue zone (middle of blue zone is 75% in SuperCruise)
It is pointless to change throttle after the interdiction minigame has started and at 50% ships are most maneuverable in SuperCruise. This way you might have a chance to escape
 
Three options.
1/. Avoid interdiction
2/. Win interdiction.
3/. Submit, escape.

Avoid interdiction: Be careful stacking missions, that's asking for trouble. Four utility points on the T-9, I fill them with heatsinks. When you drop into a system, stay in the corona and charge to jump, pop a heatsink if necessary. On reaching destination, again, loiter in the corona, wait for a minute, if you get the 'tasty cargo etc' message, stay in the corona popping heatsinks. Cackle as the dumb NPC dives into the sun trying to get an interdiction.(Still might get a further interdiction in system).

Winning interdictions, as mentioned in previous folks replies, use that yaw.

Submit and escape. Personally, this is about fast charge Bi-weaves and dirty drives. I submit, boost, jump back to SC, usually take a bit of damage, 🤷‍♀️.

Until you have some experience, I would not recommend minmaxing a T-9.
Sacrifice some cargo space for a size 6 shield, engineer thrusters and armour.
 
Oh, also, if you've just jumped in and you get that message from the bandit that he's on to you (and you can see him in your contacts panel), park your butt close to the star (not so close that your burn up, just sort of close, like you're scooping fuel). They have to interdict you from behind, so they will gleefully fall into the star's gravity well trying to do so. Once they drop off your radar, continue on your merry way.

Edit: oops, ninjaed. Though I don't think you need to stay so close to the corona that you need heatsinks. Just get in close enough that you're toasty but not yet in burnination mode.
 
Oh, also, if you've just jumped in and you get that message from the bandit that he's on to you (and you can see him in your contacts panel), park your butt close to the star (not so close that your burn up, just sort of close, like you're scooping fuel). They have to interdict you from behind, so they will gleefully fall into the star's gravity well trying to do so. Once they drop off your radar, continue on your merry way.

Edit: oops, ninjaed. Though I don't think you need to stay so close to the corona that you need heatsinks. Just get in close enough that you're toasty but not yet in burnination mode.
Burn that paint off! \o/.
:ROFLMAO:
 
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Keep your towel nearby, and you'll be alright. You just need some practice. I suggest making a friend and have them interdict you until you can escape on instinct.
 

Deleted member 38366

D
Amongst the Details.... probably the most important thing is to lead the moving Evasion Circle so it stabilizes.

The Escape circle works like a Magnet and the Ship's Vector like an identical Magnet of same polarity - both repel each other.

Now in a T9 no magic is possible, but at least the Ship's high mass permits being temporary quite off the Center for a longer time without losing blue bars like crazy.

So especially in this Ship, chasing the Evasion Circle is next to impossible and somewhat detrimental to winning the Interdiction.
One must lead it, predict & lead, predict & lead. And (obviously) don't be shy on the Controls. The whole Evasion MiniGame in a T9 is full-deflection Controls most of the time.
Once the own Ship nose is in lead of the moving Circle, the motion of the Evasion Circle will slow in that direction and begin being far more controllable. As that happens, the Ship's nose can be kept closer to or inside that stabilized Circle.
Any follow-up tendency of that Circle to start moving off again must be countered instantly, otherwise the MiniGame begins again - and the longer it lasts, the more difficult it'll become to still win it.

(it takes some experience, but solid Abort Criteria - the decision to abort trying to win the Evasion and Submit instead - are crucial, otherwise the Ship will easily face 40sec of FSD cooldown, which isn't nice in a T9)

PS.
While it still resides in the region of myths and legends - using the Vertical/Lateral Thruster Controls to assist (for some reason, I can't explain nor prove it) seems to help alot, at least PvE.
I've done some tests and an otherwise "predicted to pass/miss" Evasion Vector could be stopped and reversed or stabilized repeatedly using the Vertical/Lateral Thruster Controls.
I still have to file that under "anecdotal evidence" , but it seemed very notable. My working theory is that this mght a debug function of sort still left in the Game, but I might as well be entirely wrong and it's a pure placebo effect.
 
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