Build challenge - AFK bounty hunter

So, hopefully most of you know of T10s AFK bounty hunting by now. But here's the thing: While it doesn't necessarily need to be engineered (yay), it does cost of lot of credits, which sort of defeats the purpose of a good credit farm. So my challenge to you is this: Make a medium pad ship capable of AFK bounty hunting (as they should all be in a similar 'lower' price bracket), that also doesn't necessarily require engineering (to match the T10). Then, explain why your build works. Let's see if this is even possible....
 
Really quickly put together but maybe something like this.

AFK Krait

Probably go to an asteroid field and put your back to an asteroid. How close would have to be experimented. Go afk with 4 pips to system and 2 to weapons, they should never drain.

Need to fiddle with HRPs and MRP depending on how often shields go down.

Bi weaves to give time to regen in between fights but if there is enough time between fights might be better to go A rated or even Prismatics. Maybe a point defence instead of a booster in case shields go down and they start spamming missiles. Anyways it’s a start..

Edit: might be better to use all bursts instead of pulse for all except the one doing emissive, weapons still will never drain.
 
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I guess i would use either a gunship or an FDL. Either one would get a bi weave. With the gunship, i wonder if i could get an NPC crewman on it and hide the SLF with myself in it somewhere? Idk AFK 'playing' never really made sense to me. If playing is such a boring thing to do that you cant be bothered to actually do it, well then its time to re-evaluate how you consume electricity.
 
i started building this gunship on coriolis some weeks ago: https://s.orbis.zone/dskd - but stopped when thinking about whether that ship would get use beyond building it.

would probably get a fighter bay, and didn't think about utilities as of now.
 
i had a similar build for one of the alliance ships ... i guess the general building rule goes like this:
  • large thermal resist bi-weave with fast charge
  • guardian shieldbooster
  • reactive surface armour with thermal resist
  • eventually small hrp for high resistances
  • 2 module reinforcements to save as much external hardpoints as possible.
  • lots of efficient engineered pulse or burst turrets. i'm a bit shocked that the gunship above can actually fire all day with 4 pips to shield and 2 to weps
  • 2t of cargo, so pirates in low CZ attack you (ideally mission cargo, as that can't be hatch-breaked)
  • eventually a small high ammo mc turret .... needs testing after how long it runs out.
  • probably point defense for worst case and to defend hatch, if no mission cargo.
  • even resistance by booster stacking.
  • fighter bay, if you like and run horizons afk.

i wonder what the minimum shieldclass for recharge value is, what the minimum power distributor size is ... maybe an afk DBE is possible? or an afk asp-scout?
 
With the gunship, i wonder if i could get an NPC crewman on it and hide the SLF with myself in it somewhere?
while i can recommend to watch your npc crew flying something for fun, i always assumed, having the fighter with npc and turrets on autofire is the way to go. on the other hand my high ranked npc should actually be able to fly nicely enough (i sometimes did that to test for how many ranks engineering make up). i think the problem will be, that they get out of 20km range at some point, at which you are again back to autoturrets - but i'm lacking any experience here.
 
I have tested npc crew at the helm of many G5 vessels and can confirm that player made builds absolutely obliterate comparably ranked npcs with their random loadouts. I had a dangerous ranked crewman flying a crusader equipped with a 280mj bi weave and a fairly generic mix of weapons and it was wiping the floor with elite and deadly anacondas from assassination missions with minimal help from me in the SLF.
 
Tested this out last night for you guys. Took my engineered T10 out to an Anarchy LowRes with all laser turrets, an SLF and 4 tons of Indite. It was the priciest thing my home station was selling. Promptly upon parking I was scanned and attacked, and my SLF/turrets made quick work of the pirate. Nice! So I left the game running overnight. In the morning I check and it looks like no more fights happened all night. My NPC's rank meter didn't budge at all.

So, initial results suggests that LowRes are simply not suitable. I might try a HighRes tonight and see if that helps.

Edit: Lol. Just re-read the OP. :geek:
 
So what are the numbers needed for a ship to be capable of survival?

A combination of shield durability and firepower. A ship with weak shields and high hull will get worn down, so the FGS is out. The best candidate would be the Krait II, but I don't think it would be able to weather a wing of 3 mediums without taking hull damage, even engineered. So it's really a matter of time until it fails. Could it last overnight? I wouldn't bet on it being a reliable bet. A T10 with engineered C8 Biweaves and 9 turrets is another matter.

Rather than find a medium ship that can do this, I think it'd be more informative to see if a T10 with minimal, or no, engineering can as their cost really isn't significant anymore given how inflated credits have become. I don't mind eating the credits to see for you guys. I have no FC aspirations anyhow.
 
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Tested this out last night for you guys. Took my engineered T10 out to an Anarchy LowRes with all laser turrets, an SLF and 4 tons of Indite. It was the priciest thing my home station was selling. Promptly upon parking I was scanned and attacked, and my SLF/turrets made quick work of the pirate. Nice! So I left the game running overnight. In the morning I check and it looks like no more fights happened all night. My NPC's rank meter didn't budge at all.

So, initial results suggests that LowRes are simply not suitable. I might try a HighRes tonight and see if that helps.

Edit: Lol. Just re-read the OP. :geek:
could it be your build has a too low resting heat to be scanned? i know that from my (pre-fc) deepspace exploration miner, which i also took core mining in the bubble. as it couldn*t be scanned, no pirate attacked.
 
So what are the numbers needed for a ship to be capable of survival?
hard to say, but i'd generally say it takes advantage of engineering shield resistances and larger bi-weaves recharge rates. basically a build which outcharges low res pirates shield dps.
 
could it be your build has a too low resting heat to be scanned? i know that from my (pre-fc) deepspace exploration miner, which i also took core mining in the bubble. as it couldn*t be scanned, no pirate attacked.

Maybe? The T10 does run cold. Though I did get scanned when I first arrived and the T10, being large, does has a meaty minimum detection range.
 
Maybe? The T10 does run cold. Though I did get scanned when I first arrived and the T10, being large, does has a meaty minimum detection range.
yeah, but when you arrived, you were firing thrusters for exampel. in my expierence, a ship less than 20% heat can't get scanned, as pirates are bound to not get closer than 1000m (as not to bump into players). no idea about autoresolve distance from a t10, but i think a conda has 600m or so.
 
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