Ships Got Attacked by a Ganker - What Weapon Did He Use?

As useless as clipper may look, it's still should be priority to engineer over courier, that is absolute in comperison to all ships of similar size in literally any role, only excelling in running away, it's only good noob ship in open, as you just dont get killed not trying to fight...

Well, I guess it all depends on what one wants. I finally finished my Courier build and love it. It's my basic Odyssey runner that can handle light bounty hunting and can survive NPC interdictions.
 
From the time I dropped out of SC until my shields were gone was a matter of seconds. I'm assuming it was only shot due to how quickly it occurred. But, it very well may have been more than one shot.

Not engineered. I decided to play around with a Clipper build and had everything A-rated, except the typical D-rated stuff and I had 6A Prismatics. If I remember correctly, I had a couple of A-rated shield boosters, but I might be wrong.

When it occurred, I had max pips to ENG, which means one pip each in SYS and WEP.

A single PA volley, or close range frag burst, could knock out the shielding described here, especially if used in conjunction with a ram. Two volleys would definitely do it.
 
Reverbing cascade, rapid fire mines, is my guess. I got two shotted by them in my 8A prismatic cutter, once. It was hilarious, losing a PvP fight to a Vulture in a Cutter, but there you have it. Hence why I sport patches in my sig banner. :geek:
 
so, what's the PVP meta? From what I've read, it's typically an FDL, but what are the loadouts?


Reinforced HiCap Prismatic, 2 4B rapid banks and then a combination of PA/Rails (3 Eff/1 Short range, 4 with thermal conduit and 1 TLB on a eff medium) 4-5-6 boosters at CMDR's choice (heat sink helps, chaff for gumbals). Rails are LR, 1 feedback cascade. 1 super pen if you have 3 PAs. At the end you have a 550 m/s boosting killing machine with 2500-3000m/j of raw shields, 60/60/30 resistances and <5m rebuy cost.
 
Reinforced HiCap Prismatic, 2 4B rapid banks and then a combination of PA/Rails (3 Eff/1 Short range, 4 with thermal conduit and 1 TLB on a eff medium) 4-5-6 boosters at CMDR's choice (heat sink helps, chaff for gumbals). Rails are LR, 1 feedback cascade. 1 super pen if you have 3 PAs. At the end you have a 550 m/s boosting killing machine with 2500-3000m/j of raw shields, 60/60/30 resistances and <5m rebuy cost.
2 4B rapid banks? What does that mean?
 
Just in case you're wondering why 4B instead of 4A, B-rated comes with 1 additional charge but it's 60% heavier.
Personally, I fly a hull tanked Vulture when PvP'ing. It's got bi-weaves, so I've never used SCBs. I also find no use for heat sinks, and I only use frags, meaning that I only have one trigger. I'm a primitive alien, but I like it that way. Against a Cutter, I can get so close, that I'm scraping against the opponents hull (light ramming) and if he brought friends, they will often hit him while shooting at me, causing some pretty entertaining situations :alien:
 
Sheild cell banks, engineered to rapid recharge or whatever it is called.
This is one of the most common meta builds, no jump no fuel...


You can swap the FSD and Fuel Tank with 4A banks and have some jump range, or use a B-rated life support for more integrity.
 
Are you sure it was one shot?
How those prismatics were engineered? how many PIPS you had in SYS? What was the total strength of your shields (any shields boosters and how were they engineered)

Regarding torps, you need to take 4 torps for them to kill your shield generator. So the question is, was your shield generator destroyed? Did you get any warning regarding Incoming Missiles?

Lots of questions...

1 Torpedo hit on Pip 1 Prisma-Shield here
https://www.dropbox.com/s/kn4yi1a0xvh5ukf/torp.mp4?dl=0
 
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1 Torpedo hit on Pip 1 Prisma-Shield here

That's not the whole story there.
  • First of all, Reverb Cascade Torpedoes and PIPS have nothing in common. It doesnt matter how many PIPS you have in shields nor if you have 15000mj shields.
  • Second, you got hit by 4 torpedoes, not one.
  • Third, it seems that you are not familiar with Reverb Cascade Torpedoes. They damage your shield generator directly, through shields. And they do about 43 damage or so. Which means a size 6 Reinforced Prismatic Shield Generator can take 4 torpedoes before being reduced to 0 integrity and shutoff.
 
First:
You ask before at pips

Second:
2 Torpedos - maybe hit me at the beginning
1 Torpedo - white - yelllo - go away
1 Torpedo - hit me

Third:
Yes, that was one of my first torpdeo meetings
 
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First:
You ask before at pips

Second:
2 Torpedos - maybe hit me at the beginning
1 Torpedo - white - yelllo - go away
1 Torpedo - hit me

Third:
Yes, that was one of my first torpdeo meetings

Ofc, i did.
4 pips in shields means 2.5x times more shields than no pips at all. By comparison, 1 PIP means about 1.22x more and 2 PIPS mean about 1.49x more shields than no PIPS at all.
But i asked about the PIPS in the context that normal weapons were used

Then i said "regarding torps" changing the context from normal weapons to torpedoes.
But i can see where the confusion might come from.

I review-ed the movie, indeed it seems that you were hit by 3 torps not 4.
And for a non-torpedo_proof size 5 prismatic (reinforced + high-cap), 3 torpedoes are enough (however reinforced + double braced required 4 torpedoes)

So you were hit by two torpedoes in the beginning and one really lucky hit much later on :)

That's why before an encounter it's better to check your opponent load-out. And if you see Torpedoes, be prepared to at least try to evade them.
 
Best defence against torps for big ships is have them carry seekers. Even single C1 hardpoint seeker, even unengineered, can fully counter any of torps bulids. Its better than PD, as PD needs some time to destory torp, while single seeker will kill it, and seekers can be launched from lot more distance than PD works.

But there is catch. When you get pulled out, you need check attacker loadout to see if they have torps. If they have it, you need be prepare to moment where those are launched. When it happens, boost in any opposing direction than torps, FAoff, and lockon on with seeker into torpedos. Even slowest of ships, a T-9, can defend from torpedos like that.

But its seems its not widely known, as ppl dont realize that enemy missiles/torps/mines , can be locked on by own seeker missiles.

Smaller and medium ships dont need seekers to avoid torps, they can simply keep thier distance and wait for torp timer to end. But yes, awarness is essential here, is such scenarios.
 
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Best defence against torps for big ships is have them carry seekers. Even single C1 hardpoint seeker, even unengineered, can fully counter any of torps bulids. Its better than PD, as PD needs some time to destory torp, while single seeker will kill it, and seekers can be launched from lot more distance than PD works.

But there is catch. When you get pulled out, you need check attacker loadout to see if they have torps. If they have it, you need be prepare to moment where those are launched. When it happens, boost in any opposing direction than torps, FAoff, and lockon on with seeker into torpedos. Even slowest of ships, a T-9, can defend from torpedos like that.

But its seems its not widely known, as ppl dont realize that enemy missiles/torps/mines , can be locked on by own seeker missiles.

indeed, seeker works nicely and they're easier to work with than the other stuff like Rails or frags with screening shell experimental (which in itself is not a very popular experimental)
 
indeed, seeker works nicely and they're easier to work with than the other stuff like Rails or frags with screening shell experimental (which in itself is not a very popular experimental)
Indeed. While rails can shot down torps as well, but its very difficult to do it, especially with bigger ships, that as thier hardpoint coverage makes it more harder, and myself was only able to it few times. Similar is for mines.

Screening shell on other hand, yes, due most PVP Frag loadouts uses mostly incedary/drag combo, while I myself have some frags with that experimental, but more for its faster reload than anti-missile perk. SS gives also 50% faster reload, and thats why I have some double shot frags with that. Legacy ones, as its been long time since I made those.

That being said, Ive never seen even once someone using screening shell and killing torps with it (compared to missles or mines that needs only 1 pellet to kill, wich can work somtimes), as missiles/torps/mines hitboxes are too small, so most of pellets from frags will miss it anyway, unless at very close range, where AOE will still reach your shields.
 
The torpedoes don't care if it's a prism or not. If you want more protection from torpedoes, use a regular Class B shield.
You should use the thermal protection effect to enhance it, not the total volume effect.
I myself on a slow ship am still trying to master the mechanics of the ECM in ED, it does not work very well...

The number of pips doesn't matter either.

To destroy the shield 8b you need to hit 7 torpedoes.
 
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