PvP serviving a pvp encounter help.

Hay so im pve mostly. Normaly when I get attacked in open I can escape...or I give in and get mugged (I keep some drugs on bord for rec use) witch usualy does the trick to keep me alive. Sometimes ofc you meet a player in open that wants a dogfight game...not interested in anything but my death...ok...I can understand the frustration. But

i got attacked today of a player and he realy handed me my so i was hopeing to get some advice off guys about servivabilaty.

now i was in my Krait mk2
497m/s boost
916 shields
977 armour
3 shield boosters
1 heatsink

its engineered some but I would die no matter what I think. But what happened has never happened to me befor...my ship did a full reboot.
I know about the missles that reset my FSD...is there an effect that can make me reboot the hole system or did I just take penetration mod damage? If there is an effect...can I counter it?
I realy realy don't want to have to go mining agane to get the funds to play in open without the risk of startwindering. Do I need to drop some sheald boosters for point def?
im just looking at running like the whimp I am rather than fighting.

The guy was in a FDL....it was faster than me..but that's all I can tell you. To be quite honest..he may have throttled down to 0 and shuck his head as he just spun and killed me as I did silly spins and loops infront of him lol
Any tips would be most welcome. Thanks in advance. Also...iv had a lot of the famous grouse so I hope this reads ok :p
 
Couple of questions:
one, what engineering do you have on your modules? For those shield numbers I came up with a C6 shield and three G5 heavy-duty super-capacitor boosters.
two, what armour are you running, and do you have any module reinforcement packages?

If your engines rebooted you could have been hit by ion disruption mines, but that would be a weird thing to put on a fer-de-lance. At a guess I'd say it's more likely you suffered a powerplant malfunction, and if your power priorities weren't set it was enough to shut off your modules.
 
hay
on my sheald
6a lvl 5 reinforced with fast charge
3d guardian sheald pac
1 A sheald boost lvl 1 resistance
1 A shield boost lvl 2 resis
1 A shield boost lvl 3 Resistant

hope this helps. Thanks for the reply
 
Pakhounds with overload can shut you down like this.

How so? I thought that overload just converts explosive to thermal. Curious what you're getting at.

Screemonster I also thought ion disruption mines (to OP: this shuts off your drives briefly) - perhaps run as a pair with reverb casc mines. Rare but not that unusual if the FdL was built to quickly gank shield tanks.

Or powerplant damage causing many modules to shut down - appearing to OP like whole ship is rebooting. Maybe FdL was running heat cannons which could cause a lot of internal module damage.

OP we need a bit more information to go on to know exactly what happened.

As far as survivability: https://docs.google.com/document/d/108hNUfUZJuAgCNQrjmpX14j7qv4k3TloETnwhzIMwLk
 
what happened has never happened to me befor...my ship did a full reboot.

Power priorities need adjustment.

A power plant malfunction will knock you down to 40% output and your priority settings should take this into account so critical modules don't shut down.

Beyond that, making your ship's PP as durable as practical and flying so it cannot be shot easily will help reduce the rate of malfunctions you experience.
 

Goose4291

Banned
Power priorities need adjustment.

A power plant malfunction will knock you down to 40% output and your priority settings should take this into account so critical modules don't shut down.

Beyond that, making your ship's PP as durable as practical and flying so it cannot be shot easily will help reduce the rate of malfunctions you experience.

Sounds about right.

I made a quick mock up on coriolois.io

https://coriolis.io/outfit/krait_mk...wBj1NwnKsg=..EweloBhBmUA5QFMCGBzANokICMF8hRFA

Have a play with the power priorities and keep your 'fleeing' systems (thrusters, sensors and FSD) below that blue line and they should be available at all times.
 

Powderpanic

Banned
Hey Op

The Krait is one of the most gank proof ships of the game.

The ONLY threat to a Krait, is another Krait.

The MOST important thing you need is L5 Dirty Drive with Drag. After this point, you are almost immortal.

Anything big enough that can masslock you, cannot stay with you long enough to inflict enough damage before you are out of range and can low wake.
Anything fast enough to stay with you, cannot masslock you.


So, as long as you have reasonably strong shields, use the above knowledge and live the good life.

If you get grabbed by another Krait. Instant boost on interdiction drop. You will usually be far enough away that the weapons either tickle you or you can low wake pretty much straight away.
If that doesn't work, get the ship to chase( 4pip in shields). FAO, 180 and boost past it. Again, 9/10 you will be able to low wake before it can turn and regain the ground.

This is my PVP piracy fit. https://s.orbis.zone/2f5m
Never has it even come close to being destroyed. Its no meta PVP weapon because of its weaker hull, but for taking down traders and the lower end of the PVP market. Its plenty strong.
Gank wings can try all day to kill it and so far, all fails.

Powderpanic
The Voice of Griefing
 
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Why sensors and not the distributor?

powering down the distributor only stops you adjusting pips, and if your shields dropped while you're fleeing you should have shifted all of them from sys to eng already (no point having them in sys any more, your shields aren't going to come back in the time it takes to high-wake)

edit: actually, two pips is enough for permaboost in a krait, so even then you'd be fine with 4-2-0
 
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Anything big enough that can masslock you, cannot stay with you long enough to inflict enough damage before you are out of range and can low wake.
Anything fast enough to stay with you, cannot masslock you.

I believe an Orca can masslock with 16 and it can certainly keep up (coriolis has incorrectly listed 17 as MLF for Kraits, but is actually 16 for KM2 and 14 for phantom IIRC).

That said, your point still stands, unless it's one hell of an Orca pilot.

Why sensors and not the distributor?

Why not both? 40% is the number to stay under, and there looked like some headroom left. Or even better, keep a heat sink at prio 1 to help escape.
 
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Why sensors and not the distributor?

Sensors are nice to have, so you know the position of your enemy and any munitions in the area, but I don't normally consider sensors to be critically important. Still, if one isn't flying a hybrid vessel, there is probably room for it below 40%.

For hybrid vessels I try to keep an AFMU and the power distributor running through malfunctions because large biweaves can quickly bottom out the SYS capacitor if you can't actively manage pips, while the AFMU will significantly extend the useful life of an MRP (and thus other modules).

I also try to keep the FSD on priority 1, which my under 20% output priority level, because almost no ships can power dirty drives under 20% anyway, and it's far better to lose the thrusters for five seconds once pp hits zero than the the FSD, because the FSD has a reboot time, but thrusters do not.

My Kraits, Clipper, and Corvette (which are all hybrid setups) look roughly like this:

Priority 1 (<20%, PP destroyed malfunction level): FSD, bi-weave shield gen, distributor, plus, power permitting, AFMU and countermeasures (PDT, heatsinks, ECM, chaff, in that order of most to least important).
Priority 2 (<40%, standard malfunction level): Thrusters.
Priority 3 (<50%, PP destroy stabilize output level): Sensors, distributor if it doesn't fit in #1, AFMU if it doesn't fit in #1, all countermeasures that do not fit in #1, plus any weapons I can fit, or thermal/resistance augmented sheild boosters.
Priority 4 (<100%, full power): All remaining weapons, all remaining shield boosters, fighter hangar, etc.
Priority 5 : Stuff that may exceed 100% that I do not need while hardpoints are deployed; fuel scoop, planetary vehicle hangar, other assorted trash.

Sometimes I have to sacrifice either the AFMU or distributor at 1, or may even need to bump the shields on a Clipper to above 40%, but the above can typically be done even with an armored PP (which I consider mandatory for any hybrid setup) on most larger vessels.

If I'm flying a non-hybrid ship, I have some more flexibility as I don't need to worry about collapsed shield regen. I still take armored PPs if at all possible, however.
 
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900mj is more than enough to survive an attack in most cases.

The git gud guide to trading in open. (Link contains language that may not be suitable for work) Covers techniques that apply to not only traders, but to all ships that wish to escape danger. I suggest watching it when you get a chance.

Despite its name, it is actually one of the most helpful videos out there.

As for power priorities, I generally do Thrusters 1, FSD 2, and everything else 3 or lower. This is a habit because I once had a ship that used 39% power for the drives alone, and about 2% for the FSD. Having them both set to 1 would leave me dead in the water, but setting FSD to 2, I was at least able to stay mobile while I waited for my FSD to power back on. You can maneuver without your FSD, but you can’t use your FSD without thrusters.

In a worst case scenario, when I’m shot to pieces, I’m not worried about sensors, life support, or anything else. Only things that will help me escape.

Thrusters
FSD
Power distributor(optional)
Chaff/heat sink (optional)

Are what I consider to be the essentials for escape, more or less.
 
How so? I thought that overload just converts explosive to thermal. Curious what you're getting at.

Screemonster I also thought ion disruption mines (to OP: this shuts off your drives briefly) - perhaps run as a pair with reverb casc mines. Rare but not that unusual if the FdL was built to quickly gank shield tanks.

Or powerplant damage causing many modules to shut down - appearing to OP like whole ship is rebooting. Maybe FdL was running heat cannons which could cause a lot of internal module damage.

OP we need a bit more information to go on to know exactly what happened.

As far as survivability: https://docs.google.com/document/d/108hNUfUZJuAgCNQrjmpX14j7qv4k3TloETnwhzIMwLk

Heat damage to power plant from hound effects was my thought pattern.
Could be just management issues.
 
How so? I thought that overload just converts explosive to thermal.

Pretty sure he was thinking of thermal cascade, not overload.

Heat damage to power plant from hound effects was my thought pattern.

Sufficient damage to the PP, from any source (one's own heat, thermal load based attacks, flechettes, or more direct means once shields collapse) ultimately result in the same effect...malfunctions that reduce power output.

The mitigations are reducing this damage (which can certainly involve keeping track of heat levels), increasing the damage the PP can absorb, and making sure malfunctions, when they do eventually occur, don't cripple one's ship.
 
hi guys. Thank you lodes for all the advice. Power priority i never even considered this! pluss ill get 5dd asap. lots of cool tips. Cant wate to get happy with the build and test it out.

thanks agane o7
 
Why sensors and not the distributor?

One time after a battle, I couldn't request docking at the station because my sensors were destroyed. Of course, there's no helpful notice to indicate WHY I can't request docking. Its just disabled and its left to me to research the cause.
 
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