Best piracy ship and loadout ?

So i started to do some piracy and i really enjoy it. The problem is... I have 2ton cargo in my viper XD which renders piracy useless. What ship and loadout are you using ?
 
So i started to do some piracy and i really enjoy it. The problem is... I have 2ton cargo in my viper XD which renders piracy useless. What ship and loadout are you using ?

[Asp]
U: 0I Chaff Launcher
U: 0I Point Defence
U: 0E Cargo Scanner
U: 0E Cargo Scanner
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
M: 2D/G Beam Laser
M: 2B/F Rail Gun

BH: 1I Reinforced Alloy
RB: 5C Power Plant
TM: 5C Thrusters
FH: 5C Frame Shift Drive
EC: 4C Life Support
PC: 4C Power Distributor
SS: 5C Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 6C Shield Generator
5: 5E Cargo Rack (Capacity: 32)
3: 3C Shield Cell Bank
3: 3C Shield Cell Bank
3: 3C Shield Cell Bank
2: 1E Frame Shift Drive Interdictor
2: 1E Fuel Scoop

Total 13,961,800
Rebuy 698,090
 
[Asp]
U: 0I Chaff Launcher
U: 0I Point Defence
U: 0E Cargo Scanner
U: 0E Cargo Scanner
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
M: 2D/G Beam Laser
M: 2B/F Rail Gun

BH: 1I Reinforced Alloy
RB: 5C Power Plant
TM: 5C Thrusters
FH: 5C Frame Shift Drive
EC: 4C Life Support
PC: 4C Power Distributor
SS: 5C Sensors
FS: 5C Fuel Tank (Capacity: 32)

6: 6C Shield Generator
5: 5E Cargo Rack (Capacity: 32)
3: 3C Shield Cell Bank
3: 3C Shield Cell Bank
3: 3C Shield Cell Bank
2: 1E Frame Shift Drive Interdictor
2: 1E Fuel Scoop

Total 13,961,800
Rebuy 698,090

Interesting loadout. But how do you plan to make good money with only 32t of cargo. I see this loadout is more combat oriented. I dont think all of this is really usefull when most of the time ships being interdicted are cargos without weapons and the other half are people running from you. But i will consider this and check out how it goes.
 
Do 2 cargo scanners scan faster than 1? I think that loadout is missing hatch-breakers, and has too many shield cells.

Interesting loadout. But how do you plan to make good money with only 32t of cargo. I see this loadout is more combat oriented. I dont think all of this is really usefull when most of the time ships being interdicted are cargos without weapons and the other half are people running from you. But i will consider this and check out how it goes.
Rarely can you get more than 32t, and rarely can you scoop it if you do.
 
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From my own findings you can only have 20 canisters in space before they start auto destructing to keep the number at 20, so a huge cargo-hold really isn't that useful (currently)
 
So i started to do some piracy and i really enjoy it. The problem is... I have 2ton cargo in my viper XD which renders piracy useless. What ship and loadout are you using ?

Cobra.

Anything bigger is just a threat to smaller ships no matter what and picking on smaller can be done in any big ship.

Do you want to pirate in style or just lord it over others?
 
I'm sure I've done more than 20 before. Some biowaste tests will have to happen.

In any case, it depends on your budget. I'm currently using an A-grade Cobra. A on pretty much everything except FSD and life support. I run with 32 cargo, limpets, interdictor, chaff and cargo canner. I use a Beam and a Pulse on my top hardpoints (fire 1) and twin gimballed M-Cannons on my bottom hardpoints (fire 2). One of the key things to remember is often you'll be shooting at fleeing targets, so gimballed weapons are going to result in a lot of long range misses. Chaff also messes with your day, as while you can detarget, you lost a lot of control, and it's much harder to hit the hatch.

One thing to bear in mind with the Asp is repair costs. Interdictions will often do 2-4% hull damage. This means 4000-8000Cr per interdiction. That can add up pretty quickly. That said, you'll be a lot better at pirating Type-6s, though may struggle pirating Cobras due to their speed. Right now I see more Cobras trading in my area than Type-6s, so I see no reason to go to the Asp.
 
I'm experimenting with a Cobra

Cobra is cheap. No point having to worry about a super expensive ship, expensive to insure if your clipped but also expensive to repair and re-arm

Cobra has good cargo capacity, which brings us to strategy. What is your strategy? How many cargo you looking to boost before return to base? What cargo you targeting?

For me in a Cobra I'm thinking 10t per target of metals, certain high techs Rares. Totalling 50t before fleeing to base.
At circa 5k per ton that makes a potential 250k profit per outing

Im going to experiment with plasma accelerators in the med slots and fixed pulse lasers in the smalls.
 
the 20 limit I found out from pressing dump cargo with 80 palladium, Its not a limit i'm likely to forget :(
So is that the number that can be spawned, or the number you can scoop quickly? I could swear I scooped 30t once, but I might misremember.

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10t per target, 5 separate targets
With a cargo hold of... ?
 
So is that the number that can be spawned, or the number you can scoop quickly? I could swear I scooped 30t once, but I might misremember.

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With a cargo hold of... ?

I'm fairly sure thats how many can be spawned, as soon as i reached 20 it went boom boom boom boom until 60 had been destroyed and I scooped the remaining 20, I'm fairly certain none of them timed out as I scoop pretty fast but its not impossible i'm wrong.
 
Asps and Pythons make great pirating ships. They have a great selection of hard points and they are great or mass locking targets trying to run away es specially the Python.
 
Asps and Pythons make great pirating ships. They have a great selection of hard points and they are great or mass locking targets trying to run away es specially the Python.
Isn't the python 50k per interdiction?

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I need a good pirate loadout for my Cobra Mk III, anyone got the specs that I would need?
Here is mine:

[Cobra Mk III]
M: 2D/F Beam Laser
M: 2E/F Pulse Laser
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
U: 0C Cargo Scanner
U: 0I Chaff Launcher

BH: 1I Military Grade Composite
RB: 4A Power Plant
TM: 4A Thrusters
FH: 4C Frame Shift Drive
EC: 3D Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 4C Fuel Tank (Capacity: 16)

4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
4: 4A Shield Generator
2: 2A Frame Shift Drive Interdictor
2: 1A Hatch Breaker Limpet Controller
2: 2A Shield Cell Bank


The FSD interdictor doesn't need to be that expensive. In fact, most of the A-grade stuff I have just because I can.
 
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I'm sure I've done more than 20 before. Some biowaste tests will have to happen.

In any case, it depends on your budget. I'm currently using an A-grade Cobra. A on pretty much everything except FSD and life support. I run with 32 cargo, limpets, interdictor, chaff and cargo canner. I use a Beam and a Pulse on my top hardpoints (fire 1) and twin gimballed M-Cannons on my bottom hardpoints (fire 2). One of the key things to remember is often you'll be shooting at fleeing targets, so gimballed weapons are going to result in a lot of long range misses. Chaff also messes with your day, as while you can detarget, you lost a lot of control, and it's much harder to hit the hatch.

One thing to bear in mind with the Asp is repair costs. Interdictions will often do 2-4% hull damage. This means 4000-8000Cr per interdiction. That can add up pretty quickly. That said, you'll be a lot better at pirating Type-6s, though may struggle pirating Cobras due to their speed. Right now I see more Cobras trading in my area than Type-6s, so I see no reason to go to the Asp.

+1 I rate ... that... wait for it... Pirate! Arrr!
 
Hello CMDR´s
I have been thinking about this question and i cant find the satisfactory answer to it.
For me pirating should be about getting the cargo you are looking in the fastest and the easier way possible without trouble/ fighting. In case of the odds against you in a fight you shouldnt engage, because you are there for the cargo and not for any unprofitable glory :p
So, having that in mind there are 3 main features we would need in our ship that should the decisive factor when choosing it:
1- Mass to mass lock potential target.
2- Enough firepower to be a threat and been able to disable a well defended target.
3- Possibility to escape without any trouble and damage if needed.

So for me with these points I can only think at this list of candidates.
Cobra:
1- It lack mass to lock many targets and can only prey on smaller traders ships
2- Enough to have the job done, but not against big well defended traders
3- It excel at running away thanks to hits speed
Clipper:
1- Its is big enough to mass almost everything
2- It has everything it need for the job
3- Also very fast, so it could jump away in case of trouble
Python:
1- Big enough to mass lock almost everything
2- Again enough
3- Even if its not too fast it could stand enough fire until jump.
Asp: For me this ship is a big question which I would like to know
1- It lack mass for locking many ships but is way bigger than the cobra, so i dont know where its stand at the moment
2- it has enough but would struggle against well defended traders
3- Not to great, not to bad
All The federal ships look like good candidates for this but i know very little about them

So what are your thoughts about it? On papers it look to me the best ships for pirating would be the Clipper, the Python and maybe the Asp.
Edit: I pirated with the cobra and the FDL a lot just for the fun. And while they are fun there are far from enough to be good at it. The cobra because of its limitations, and the FDL because with an ideal pirate load out only could carry 16 tons of cargo, so the profit wouldn´t be too big and its a little pain in the ass to travel fast around systems as the pirates normally do.

its seems about
 
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I've never pirated ... or scooped the abandoned cargo after combat. How exactly do the 'collectores' work? How many would you have to stock? I could imagine my Anaconda or Python at combat, and during rest times scooping up the drift cargo left behind ... what is the most efficient way to proceed?
 
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