What are the countermeasures against Containment Missiles?

Yesterday I was ganked by a wing of three very skilled CMDRs (y) I was in a Vette with decent shield, but that dropped pretty quickly, so I decided to try and high wake, only to have a message on screen saying that my FSD was rebooting. A few moments later I was at a rebuy screen.

From what I have read, this was probably a result of Containment Missiles or missiles with FSD Interrupt, and honestly, in a Vette I find it hard to outmaneuver those. Therefore I fitted not one but two Point Defence Turrets. One above and one below.

Apart from that (and avoiding open) is there anything I could have done to survive this?

Thanks in advance.

:alien:7
 
Mount the point defence at the back of the ship or the wing tips. It uses line of sight

EMC is also very powerful against munitions with tracking capabilities. I believe the missile you are referring to are dumbfire missiles.. So do not flee in a straight line (not that you had much chances with the speed a vette can maintain.)
 
FSDs engineered with fast reboot significantly reduce this effect.

For Vettes there are size 6 FSDs with double-engineering (Increased Range + Fast Reboot) for ultimate jump range and still having this reboot resistance. Unfortunately those FSDs are not available at tech brokers yet (only size 5). So if you missed the CGs that offered them you are currently unable to acquire a very competitive module.
 
Yesterday I was ganked by a wing of three very skilled CMDRs (y) I was in a Vette with decent shield, but that dropped pretty quickly, so I decided to try and high wake, only to have a message on screen saying that my FSD was rebooting. A few moments later I was at a rebuy screen.

From what I have read, this was probably a result of Containment Missiles or missiles with FSD Interrupt, and honestly, in a Vette I find it hard to outmaneuver those. Therefore I fitted not one but two Point Defence Turrets. One above and one below.

Apart from that (and avoiding open) is there anything I could have done to survive this?

Thanks in advance.

:alien:7

FSD reboots can happen:
-when grom bombs are used (or dumbfires with fsd reset experimental) - these can be countered with PDT but you need at least 2 to cover both top and bottom and even with 2 of them you can still be hit from certain angles of from very close range (they dont have arming time.). Luckily there is a cooldown for FSD resets, so your FSD cant be perma reset.
  • your FSD was being sniped out and its integrity was below 80% - you can counter it by using at least 2x MRP, preferably 3xMRP (but not for long)
  • some scrambling effect on lasers (experimental on pulse and bursts or the PP pulse disruptor laser) - no counter here, but they can affect random modules so chances are not that big

Second best advice is to use a FSD with a fast reboot:
  • a 6A FSD from the Colonia bridge - if you managed to get one. This FSD has a 2s reboot timer and you can put double braced on it to increase its integrity by 25%
  • Alternatively if you expect to get into a lot of pvp fights, you can use a 6B FSD with G5 faster boot sequence and double braced experimental. Sure, the jump range will suck, but your FSD will reboot in 2s

But best advice is to dont try to fight unwinnable fights. Especially against gank wings.
Have a system already pre-selected in the nav panel to hyperjump to and (in Odyssey) bind the "Target Next System In Route" to a long press on your hyperjump bind (I have J for hyperjump, and long-press on J to Target Next System in Route).
Submit to interdiction asap, wait for fsd cooldown, engage FSD and keep maneuvering (less effective against a wing but still way better than boosting in a straight line) till the FSD charges up.
 
Identify the vessel using the missiles, try to keep your PDTs pointed at them, and minimize the window of opportunity they have to fire at you when you're trying to wake out by facing them until you boost past.

Source: https://youtu.be/gKuVyKaodj0?t=58

Not an ideal example, as that wing only has one grom bomb, which is on their Cutter, rather than a more agile ship, but it illustrates my point.

Also, if you have an SLF with a PDT, you can deploy that and send it after the ship with the launcher, time permitting.
 
Thanks for all the good advice! Highly appreciated.

I'm not that much (nor good) of a PvP'er but I like open, and getting ganked is always interesting and I mostly learn new stuff :alien:

I already have two PDs, one on top/back and one on bottom/back, but the faster charging FSD could be an option.

@Morbad
What would have happened if after the first jump, you had exited SC right at the arrival at the star?

@My executioner (if you happen to read this)
After I blew up, the adrenaline rush (and the humiliation) caused me to ban you. That was me being stupid, and I will unban you again next time I jump in the seat. You guys were good, and I hope I will do better next time we meet.
 
What would have happened if after the first jump, you had exited SC right at the arrival at the star?

Excessive galaxy map settings were significantly extending my loading times and the wing pursuing my CMDR was already dropping. I might have been able to beat them by killing the thruster/FSD power, but there is still a chance that the instance would have held and they'd have been able to follow my low wake.

In normal circumstances, dropping out before anyone else is in SC with you will mean there is no wake to follow.

Perhaps a silly question, as this probably only works for NPCs: What if you turn your back to the sun so that an interdictor has to get between you and the sun? In my experience, NPCs who try to do this regularly burn up in the sun (I do this occasionally when I want to use the FSS even though there are hostile NPCs nearby). Needs to be in active fuel scoop distance...

Even before they broke heat damage, virtually no CMDR vessel built for combat would be at much risk skimming the exclusion zone of a star. Post heat damage nerf, you need five to ten minutes of sustained overheating to render a ship unfit to fight with. Hostile CMDR with any experience are also generally much better at SC maneuvering than NPCs are.

On top of that, wide angle inderdictors are fairly common and it would likely not be practical to get close enough to a star to prevent being interdicted, even under ideal circumstances, and certainly not when you have to point your back away from the star to get closer to it than drop-in distance.
 
Excessive galaxy map settings were significantly extending my loading times and the wing pursuing my CMDR was already dropping. I might have been able to beat them by killing the thruster/FSD power, but there is still a chance that the instance would have held and they'd have been able to follow my low wake.

In normal circumstances, dropping out before anyone else is in SC with you will mean there is no wake to follow.
Thanks. That makes sense. And yes, those jumps were long, but I also often experience that in open. A telltale sign of "beware".

Also, that Cutter coming towards you firing misiles through the smoke at 1:39 in the video looks pretty cool. Sort of Hollywood style camera work, while you are fighting a wing of gankers ;)
 
And yes, those jumps were long, but I also often experience that in open. A telltale sign of "beware".

The duration was definitely caused by bad settings. Fixing them later reduced jump times back to the ~38 second floor against the same group.

Also, that Cutter coming towards you firing misiles through the smoke at 1:39 in the video looks pretty cool. Sort of Hollywood style camera work, while you are fighting a wing of gankers ;)

I those are the containment missiles I'm trying not to get hit by.
 
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