How defend yourself in a Type 7 against dumbfire ?

I am quite a noob when it comes to pvp and weapons in ED because i focused on other aspects in this game till now.

Discovered a high profitable trade route yesterday i will use from time to time to grind me up to a type 9. Certainly the star systems i use to stuff myself with credits are populated with lots of griefers. This scenario doesnt set me up rather i enjoy it to have piracy ingame cause it makes the game more fun and i dont feel lost alone in space while trading. Some of them let me alive after droping them some tons of beryllium other ones just tried to kill me with their dumbfire missiles.

So my question.

Is it somehow possible to defend yourself against dumbfire missiles in a type7 using point defence turrets. If yes does it makes sense to mount three of them at your hardpoints (as long as you can power them ) ?

What would be the best weapon outfitt for a type 7 in the meaning to just defend yourself and get away from your invader. Turreted beam lasers, burst lasers or cannons (credits doesnt matter) ?
 
I can't answer the dumbfire question, except to say you should be focusing on manouever and escape. Closing the distance to them is asking for a broadside of dumbfires, but one load very worthy of consideration is a full complement of torpedoes.

Hardpoints out, FA off, turn to face and lock on. Give them a full volley and it should take shields down as a minimum, giving you time to escape. The bigger racks give two shots, but I can't remember what size the T7 takes. It's not a loadout that allows you to sustain the fight for long, but a T7 that gets itself locked into a turning match will lose horribly.
 
Last edited:
Point defense don't work against dumbfires (bug) and they wouldn't save you in that situation anyways.

They already stated that DF's are OP and will be nerfed in the future. Right now you would just be meat to anything with DFs.
 
Solo mode.

or

Give cargo to pirate.

or

Class 6 shield + point defence heat sinks + PVP skill will provide your type 7 some survivability.

and/or

fit your own missiles and face pirate.

and

silent run if shields fail.
 
Last edited:
Dumbfires don't have a hitbox currently and PDTs don't work on them. It's a known bug, and will be fixed, but right now PDTs won't even shoot dumbfires. Even when they did, the volume of fire could easily overwhelm them.

That said, you are not helpless, even in a Type-7.

You should be mounting heatsinks, chaff, the best shield practical, and a decent SCB. If you see someone moving to attack, take evasive action, spool up the FSD, and drop a heatsink. Continue to drop heatsinks whenever your temperature climbs above 20%, and keep boosting/maneuvering...just not enough to slow you down too much. Running very cool will prevent them from targeting you until very short range, and if they cannot target you, they have no lead indicator, which makes even a Type-7 hard to hit from a distance (provided it's not standing still or moving in a straight line). When you see missiles on your sensors, hit the SCB before they hit; it currently has a one second delay, and you want to absorb as much damage with the shield as possible so you can escape while the dumbfires reload.
 
As I understand it from a dev post somewhere dumbfires should be fixed and are hit by PDT now. They're still stupidly OP tho :)
 
Dumbfires don't have a hitbox currently and PDTs don't work on them. It's a known bug, and will be fixed, but right now PDTs won't even shoot dumbfires. Even when they did, the volume of fire could easily overwhelm them.

That said, you are not helpless, even in a Type-7.

You should be mounting heatsinks, chaff, the best shield practical, and a decent SCB. If you see someone moving to attack, take evasive action, spool up the FSD, and drop a heatsink. Continue to drop heatsinks whenever your temperature climbs above 20%, and keep boosting/maneuvering...just not enough to slow you down too much. Running very cool will prevent them from targeting you until very short range, and if they cannot target you, they have no lead indicator, which makes even a Type-7 hard to hit from a distance (provided it's not standing still or moving in a straight line). When you see missiles on your sensors, hit the SCB before they hit; it currently has a one second delay, and you want to absorb as much damage with the shield as possible so you can escape while the dumbfires reload.

Good advice, but I think any competent pilot would be right up in his tail pipe due to the speed advantage.
 
Is it somehow possible to defend yourself against dumbfire missiles in a type7 using point defence turrets. If yes does it makes sense to mount three of them at your hardpoints (as long as you can power them ) ?

Unfortunately it is currently not possible, because dumbfires can not be shot down by pd turrets. This will be fixed, though. Dumbfire missiles will also be made less effective against shields, so this problem should be solved in a future update (hopefully with 1.1)

What would be the best weapon outfitt for a type 7 in the meaning to just defend yourself and get away from your invader. Turreted beam lasers, burst lasers or cannons (credits doesnt matter) ?

4 heat seeking missile launchers... fended off a pirate in a cobra with that layout and the following tactics... 4 pips to shields, 2 pips to engines... boost, turn flight assist off... turn around... fire missiles, while drifting. Not sure, if heat seeker missile effect on shields will be reduced, too... if so, it might no longer work.
 
it is not very easy to hit type 6 with dumbfires, dont know about type 7, probably it too slow, hovever maneuvers and silent run made aiming very hard.

2 days ago my type 6 run away from 4 PvPers and each was with dumbfires. (I used type-6 for piracy)
 
Good advice, but I think any competent pilot would be right up in his tail pipe due to the speed advantage.

There are many less than competent pilots, and assuming the OP isn't mass locked, getting to SC should only take a handful of seconds. I'm assuming the OP is being approached on his way to a Luxury Trader, station, or if interdicted, was wise enough to submit. Even a Cobra or Viper has very little time to launch an attack on a target that submits then runs, and neither can mass lock a type-7.

If the OP's Type-7 is mass locked by a faster ship (a Python), with dumbfires, or any weapons of significance, he's screwed anyway.
 
Last edited:
Morbads right, submit > boost > jump, use scb whenever you think your gonna take a damage spike, run 4 pips shield 2 engines and drop heatsinks.

The only time this won't get you out of trouble is somebody who can mass lock you, which atm is basically a python, if its not a python just do as suggested if it is a python i'd drop some cargo if requested as your screwed if he chooses to destroy you either way.
 
Thank you all for your suggestions and for the information that dumbfires dont have a hitbox respectively PDT's wont help you anything !

Single player is not a option for me and with missiles i actually have to encounter my opponent.

In one case it was a cobra inderdicting me three times in a row. Two times i could get away but then he hit me with his dumbfires. I will try out heat sink launcher to get into sc again as fast as possible.

Anyone had success with a mine launcher during a combat or retreat ?
 
Mine launchers are crap, don't bother. Better to not mount any weapons at all, IMO.

As for being interdicted multiple times...this is avoidable. As sooon as you are in SC countdown after the first interdiction, zero the throttle, then the moment you are back in SC, drop back out to normal fight. Imediately after doing this, jump to another system, then do it again. If you and your interdictor were the only ships in the system, it may be wise to do an alternate trade route for a bit. If the system was congested, he or she will likely have found another target before too long and you can jump back after taking a leak.
 
Mine launchers are crap, don't bother. Better to not mount any weapons at all, IMO.

As for being interdicted multiple times...this is avoidable. As sooon as you are in SC countdown after the first interdiction, zero the throttle, then the moment you are back in SC, drop back out to normal fight. Imediately after doing this, jump to another system, then do it again. If you and your interdictor were the only ships in the system, it may be wise to do an alternate trade route for a bit. If the system was congested, he or she will likely have found another target before too long and you can jump back after taking a leak.

Yeh good idea and i could have done this, back to normal and then jump to another system but i was too panic :)

Anyway thx.
 
I had some pvp encounters in my type 6 fitted with 2 mine launchers, shield, shieldcells, heat sink and chaff.

Boosting away, spamming my mines made me escape everytime.... When the first mines exploded, the other commanders stoppes chasing me....
 
Just testet them (mine launcher) in a type 7 with A4 shields and four of them at once with full speed lowered my shield down to one ring (maybe 70%). Would be nice to buff them a bit because they have a great defensive potential for traders who want to escape after an interdiction. Maybe slightly increase the detonation radius and the damage and make them more expensive.

Would be a pity if they are ingame nobody using them as they are also quite fun to use.

(NPCs used them quited well in E2).
 
Back
Top Bottom