Good point.Actually they didn't do too bad of a job in this regard, the most plausible pirate ships (cobra/asp/clipper) are all multi-roles, their combat abilities are less than their similar sized combat ships.
The real issue is that flying a freighter (T6/7/9) is suicide because they were designed badly and have needed a buff since release.
I do not think they were ever designed as "standalone ships".
They are really really weak, even against NPCs - if you don't use "cheesy ways" out, you risk destruction. Even against NPCs.
High Waking is such a "cheesy" mechanic against NPCs (in my books .. not telling you how to play, just the way I like to play .. no Cheese.. I'm lactose intolerant), since it just "resets" the instance and "combatlogs" your opponent. Few "random" NPCs (just those annoying Jehova's Witness ones that follow you all the way to SAG A) will follow you .. and they don't really follow, they just get re-triggered in the next instance .. or not.
I got shot down in a T7 by a "pirate" (in a Railgun Viper MK IV? ... errrr .. FD .. "smart pirates???" .. Hire Kristov and Error to make the loadouts for your NPCs, por favor), because I was already in the system I wanted to get to, and instead of pulling the plug or high waking, I low waked out.
Got interdicted 3 times, lost the game every time, Shields did not regen back fast enough (flying Bi-Weave in smaller compartments, since they do have their advantages) and I lost a T7 full of cargo. ... -shrug- T7 is still in my personal top 5 of ships in the game, because it brings your options down to NPC level.
And still we have no npc wingmen and turrets (look at the hardpoint placement on traders .. they SCREM turret) have 1/5th of the dmg of actual weapons -shrug-
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