Wow did this just get sneaked in the latest patch...If so awesome news for pirates and bounty hunter

Well I just played the mini game and it's still broke. I have a really good internet connection but do see some stutter in other parts of ED sometimes so maybe it's a timing thang because I was constantly in the target and never did register as me doing so. I have also had an instant interdiction by NPC today with a brief view of mini game but straight in to attack mode.

I do pretty well at the mini game when I do play it and was hoping for a fix this patch but guess not. :(
 
Until this point, submission should stay as it is IMO.

Um, yup. Having "submitted" to interdictions being a necessity at all. So annoying, although it seems I was waiting to chuck my teddy across the room at something tonight, must be the missus having had a go at me for playing too much Elite. Apologies all, I am currently sitting on my metaphorical hands.

Do you have strong shields + several shield cell banks + turrets everywhere + chaff + point defense + heat sink? Or are you maximum trader build, as light as possible with shields only to cover scrapes? If it were the former I'd be suprised to hear you dying to an NPC Python. If it were the latter, I would not be.

[Lakon Type-9 Heavy]
M: 2I/FS Torpedo Pylon
M: 2I/FS Torpedo Pylon
M: 2I/F Mine Launcher
S: 1E/G Beam Laser
S: 1G/G Burst Laser
U: 0I Chaff Launcher
U: 0I Point Defence
U: 0I Heat Sink Launcher
U: 0I Point Defence

BH: 1I Lightweight Alloy
RB: 6D Power Plant
TM: 7D Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 6A Power Distributor
SS: 4D Sensors
FS: 6C Fuel Tank (Capacity: 64)

8: 8E Cargo Rack (Capacity: 256)
7: 7E Cargo Rack (Capacity: 128)
6: 6A Shield Generator
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
---
Shield: 119.11 MJ
Power : 15.10 MW retracted (80%)
17.61 MW deployed (93%)
18.90 MW available
Cargo : 468 T
Fuel : 64 T
Mass : 1,198.6 T empty
1,730.6 T full
Range : 17.38 LY unladen
12.68 LY laden
Price : 117,767,057 CR
Re-Buy: 5,888,353 CR @ 95% insurance

It's a decent config, but I've been taken to task by Pythons before, especially since the aggression went through the roof. If memory serves, 40% hull damage costs about 1.8 million creds. Which is 4 runs, during which you can get interdicted a lot.

So to be clear OP, we're talking about Standard FSD Cooldown and the things that happens when you do not submit to Interdiction and lose, being different.

So currently, as of now...if you submit to Interdiction, you just have to wait the 10+ seconds before FSD can charge again?

Cross everything no future update does.
 
As this thread is just baseless gossip, is it going to be closed now?

It wasnt gossip I was simply repeating what I had seen in game, and was asking if others had seen the same. No gossip involved.

which was throttle to zero>submit>FSD was taking 40 plus seconds to cool down before I could use it, instead of the short cool down period.
 
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"Turrets everywhere" and "several SCB" + point defense aren't going to help much against a player in any boat built for interdiction and targeted module killing with a fixed cannon plus some pulse lasers to ping your shields constantly at range so your shield regen cooldown (~5 seconds) never kicks in. You can't use SCB until after the shield regen cooldown. That means you need to boost and jink like mad to avoid getting hit in the first place long enough to be able to pop an SCB.

this is not true. i made this video to test the python, but i flew badly and was spamming SCBs for the entire fight. The 2nd to 4th SCB charges were initiated and kicked in during heavy fire. The only timer was the 5 seconds scb charge up time introduced with 1.1

[video=youtube;DAwqrcnKWIo]https://www.youtube.com/watch?v=DAwqrcnKWIo[/video]
 
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No in the tests I did, normally if you submitted to an interdiction you had a shorter cool down period, today in the tests I did when interdicted (immediately set throttle to zero and submit) The FSD took the usual 40+ seconds to cool down, the same length as if you lost the mini game. But no damage was done if that makes sense.

No it doesnt.
 
It wasnt gossip I was simply repeating what I had seen in game, and was asking if others had seen the same. No gossip involved.

which was throttle to zero>submit>FSD was taking 40 plus seconds to cool down before I could use it, instead of the short cool down period.

You said this happened in an anarchy system (4 times). Maybe it's restricted to anarchy systems only? Confirmation would be nice.

But, Sandro Sammarco considers submitting, then charging their FSD 5 seconds later an "exploit".

His remarks:

Submission escape: we are looking into two potential solutions to the ability for ships to submit then charge their frame shift five seconds later.

Solution one is to allow the interdictor device to have some sort of FSD delaying attack in normal space...

No ETA, but we are working towards fixing this exploit.

Link:

https://forums.frontier.co.uk/showthread.php?t=101378&page=15&p=1575950#post1575950

No ETA, so could be anytime, or never.
 
No changes have been made to the system, here is proof for anyone that isn't able to test it currently

[video=youtube;5A0nPZ-IF_0]https://www.youtube.com/watch?v=5A0nPZ-IF_0&feature=youtu.be[/video]

Although there is a rumour (dev comment on some post) that this will be changed in 1.2 to actually have a 40 sec CD even if immediately submitting.
 
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I've submitted to 6 or 7 interdictions by NPCs today.

Every time FSD cooldown was quick, no damage taken, no matter what speed I was flying at.
 
this is not true. i made this video to test the python, but i flew badly and was spamming SCBs for the entire fight. The 2nd to 4th SCB charges were initiated and kicked in during heavy fire. The only timer was the 5 seconds scb charge up time introduced with 1.1

Fair enough, and you've got the video to prove it. I could have _sworn_ that Michael or Sandro (pretty sure it was Michael) said exactly the behavior I stated in one of the threads right around the time that the 1.1 beta testing got started. It was that (mistaken? misremembered? misunderstood?) statement that made me start seriously testing turrets right after 1.1 dropped.

I wish the forum search would allow searching for strings in posts by (named dev). I spent about 20 minutes digging through likely suspects from around that time frame and can't find the quote I'm thinking of.

EDIT: What I say in the quoted bit is based on misremembering a beta 1.1 statement by Sandro Sammarco. I conflated two paragraphs in memory. Shields _do_ have a "momentary" delay after each hit before they start recharging. However, SCBs are not affected in any way by this shield regen delay. Original quote by Sandro here.
 
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Fairly certain this was happening before 1.1

If not, then it was communicated that this was the intended way of doing things
 
You said this happened in an anarchy system (4 times). Maybe it's restricted to anarchy systems only? Confirmation would be nice.

But, Sandro Sammarco considers submitting, then charging their FSD 5 seconds later an "exploit".

His remarks:

Submission escape: we are looking into two potential solutions to the ability for ships to submit then charge their frame shift five seconds later.

Solution one is to allow the interdictor device to have some sort of FSD delaying attack in normal space...

No ETA, but we are working towards fixing this exploit.

Link:

https://forums.frontier.co.uk/showthread.php?t=101378&page=15&p=1575950#post1575950

No ETA, so could be anytime, or never.

How's it an exploit if that's how the game works?!?
 
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