Trigger Happy Pirates

Trying to do some trading in a partially engineered Type 9 tonight. I was interdicted by NPCs 4 times. The first time I tried to run. That didn't work. My fault, no big deal. The next 3 I try to comply and drop the cargo the pirate demands. But they start shooting right away. So the second time I just botched the menus rushing to dump cargo, panicked, died. The third time I thought I did jettison more than was asked for but the pirate was unsatisfied, demanded more, and finished me off. Fourth time, I managed to jettison, for sure, more than the pirate asked for, then he demanded 2 more tons, and when I went to drop it, while still being constantly shot at, my ship informed me the cargo hatch was offline. I could drop nothing. Boom. Again.

So, I know I can't beat the interdiction in my Type 9. I know I can't run from most pirates. I accept this. I accept that I will lose some cargo. But it seems I have to lose my ship too. Am I just too slow?

So, does anyone have advice? I suppose I could keep re-buying while I learn to be an ace pilot . Do I just bind "jettison all" and let my entire cargo be the cost of interdiction in a Type 9? Are the pirates really aggressively trigger happy? I've done trading in the Type 9 before - with less engineering. Never had a day like today.

Confused.
 
Do you have shields equipped? When a ship lines up behind you on Scanner and you receive the NPC pirate message try slowing down to 10% throttle that way you both are less maneuverable and might win the minigame easily.
 
This is why the only thing you give pirates is death.

They deserve nothing less. Don’t stop until they’re extinct.
 
I'm kinda stuck on why you can't win the Interdiction game against an NPC? Create a keybind for 75% Throttle (also useful when approaching a station) and fight the interdiction at that speed. Like, I'm essentially an old man and I can win these every time in any ship so I really have to imagine it's not that hard and you should practice a bit more.

Failing that, it is definitely not hard to create a ship that can survive the 15 seconds needed to run if you submit to interdiction.
 
I'm kinda stuck on why you can't win the Interdiction game against an NPC? Create a keybind for 75% Throttle (also useful when approaching a station) and fight the interdiction at that speed. Like, I'm essentially an old man and I can win these every time in any ship so I really have to imagine it's not that hard and you should practice a bit more.

Failing that, it is definitely not hard to create a ship that can survive the 15 seconds needed to run if you submit to interdiction.

Just realised that while this is accurate it's not one bit helpful. This is what I should have added:

Here is a Type 9 Build with only 3 engineered modules. Grade 1 Armoured on the Power Plant to support the Drag Drives on the Thrusters and, of course, FSD increased range mod. None of these are actually necessary though, they simply represent QOL improvements.

Practice winning the mini game, if you fail you will have to run. Boost and drop a Heat Sink immediately upon entering the instance. This will cause the NPC lock on you to drop and depending on the rules for the encounter (ie random pirate, vs assassin, vs mission pirate etc) may prevent him from firing on you at all until he can scan you. If he does fire at you release chaff. In the meantime keep boosting as often as you can (upgrade the Distributor if the one in my build isn't sufficient) until you can low-wake. As you are in a Type 9 you will rarely be mass-locked. If you are mass-locked then you need to open your nav panel, choose a nearby star and jump there instead.

Hopefully that's some help.
 
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Just realised that while this is accurate it's not one bit helpful. This is what I should have added:

Here is a Type 9 Build with only 3 engineered modules. Grade 1 Armoured on the Power Plant to support the Drag Drives on the Thrusters and, of course, FSD increased range mod. None of these are actually necessary though, they simply represent QOL improvements.

Practice winning the mini game, if you fail you will have to run. Boost and drop a Heat Sink immediately upon entering the instance. This will cause the NPC lock on you to drop and depending on the rules for the encounter (ie random pirate, vs assassin, vs mission pirate etc) may prevent him from firing on you at all until he can scan you. If he does fire at you release chaff. In the meantime keep boosting as often as you can (upgrade the Distributor if the one in my build isn't sufficient) until you can low-wake. As you are in a Type 9 you will rarely be mass-locked. If you are mass-locked then you need to open your nav panel, choose a nearby star and jump there instead.

Hopefully that's some help.

I guess I do need practice then. I can win the mini game in anything I've flown except this Type 9, which is probably why I'm at a loss as to what to do when I don't. (Mine is engineered more than the build you linked, so ... my fault?) I did forget to drop a heatsink, though. That should help with the running. Thanks for the reminder.

I'm still confused why the "drop some cargo or I'll shoot" but just shoot anyway mechanic is so fast though. Being willing to drop some cargo and move on should be a viable strategy - especially for an older (and apparently even slower) guy like me. Or maybe it was just a bad day. Had me wishing for one of those role-playing real live Pirates though - the ones that say they like to role play and would, presumably, allow me to buy them off.
 
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Deleted member 115407

D
Trying to do some trading in a partially engineered Type 9 tonight. I was interdicted by NPCs 4 times. The first time I tried to run. That didn't work. My fault, no big deal. The next 3 I try to comply and drop the cargo the pirate demands. But they start shooting right away. So the second time I just botched the menus rushing to dump cargo, panicked, died. The third time I thought I did jettison more than was asked for but the pirate was unsatisfied, demanded more, and finished me off. Fourth time, I managed to jettison, for sure, more than the pirate asked for, then he demanded 2 more tons, and when I went to drop it, while still being constantly shot at, my ship informed me the cargo hatch was offline. I could drop nothing. Boom. Again.

So, I know I can't beat the interdiction in my Type 9. I know I can't run from most pirates. I accept this. I accept that I will lose some cargo. But it seems I have to lose my ship too. Am I just too slow?

So, does anyone have advice? I suppose I could keep re-buying while I learn to be an ace pilot . Do I just bind "jettison all" and let my entire cargo be the cost of interdiction in a Type 9? Are the pirates really aggressively trigger happy? I've done trading in the Type 9 before - with less engineering. Never had a day like today.

Confused.

Post your build so we can see what kind of defenses you're packing.

Use https://coriolis.edcd.io/

Also, where are you trading? Security status of a system "High/Medium/Low" matters with regard to police response time.
 
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The type 9 is just awful to play. If you don't realise until late you can be pulled out before you can move the stick. Same happens with players who engineered longer range on their interdictors. And even when that isn't the case, you move so slowly that if you're delayed in reacting to the interdiction there's no way to win with the inputs you can put into steering the ship. And during the long route to escape if you lose attention or try to guess where to go next but guess wrong, you will end up in a spiral of failure that the T9 just cannot recover from in time.

Tip1: Use yaw. I tend to find that helps more than you'd think, especially if you want to get the reticle white.
Tip2: If you're losing, throttle back a bit. Apparently this gives you more time to recover, but I've never been able to spare enough thought at the time to record its efficacy.
 

Deleted member 115407

D
Yes, a reasonably outfitted T-9 is basically invincible for NPC pirates (and even for gankers) and can always high wake. Just remember to always put 4 pips into SYS.

...

Yep, and if you are underclassing that thing due to cost restrictions, there is a mining rush on right now that you can take advantage of. You'll have that thing A-rated with a proper shield gen in no time.
 

Deleted member 115407

D
Solid stuff. Rack some more armor and another MRP in the 3s and 4s and you’d probably have a solid chance to high wake against players as well. Couple point defense for Groms too.

EDIT: Saw the PDs! :D

Yeah, to be honest when you're already packing 600T of cargo space, you really don't need those 3s and 4s. Nothing wrong with loading them up with protective stuff.

You know how you can get messages from NPCs which let you pick “yes” or “no” type responses? How about pirates do that?

Good idea.
 
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