Dropping cargo

Hi,

I have a Lakon Type 7, and would like to know how much cargo should I drop if I am being attacked by a pirate to stop the pirate from attacking me.
  1. Do I drop before being attacked?
  2. Can I drop after being attacked?
  3. How much is the amount to drop that will let me keep on my trading route without being destroyed?


Thanks
 
1. If they're truly pirates, they'll attack only if you run. Stop if they ask you to do so, try to make your answers short & quick to show that you are willing to cooperate early in the encounter. If they attack you right away, they're likely not after cargo and you should just run for your life (more on that a paragraph below).

2. As I said previously, if they attack it is either because you did not comply and stop or because they are not interested into cargo at all. In the first case, you can try dropping a meaningful amount while you run. This way they'll have to choose between killing you for the example or scooping the cargo. If its the latter case, just run as dropping cargo won't solve the problem.

3. They'll likely tell you how much they want. You can then try to negotiate. 10% of your hold (20+ tons in a T7) was a common request back when I was trade grinding a few month ago.



Now, some tips to increase your chances of survival if you DO get shot at :

1. Submit to interdictions to avoid taking hull damage & reduce the FSD cooldown. In a T7 you are going to lose them anyway.

2. Always put 4 pips into SYS to maximize the durability of your shield & the remaining two into ENG. You are not going to fight, just survive long enough to get the hell out of here.

3. As soon as you can, select a nearby star system as a destination if this is not already the case.

4. Why ? Because you NEED to make an hyperspace jump rather than merely going back into surpercruise. H-Jumps are not affected by masslock so you will actually be out of there sooner. And most importantly your aggressor won't pop behind you a split second later to interdict you again. Also, you can start charging you FSD way before you line up with you destination. Do it as soon as they become hostile. Time is of the essence here.

4. Do not flee in a straight line, this will get you killed. Use thrusters, do barrel rolls boost in random directions ... in short, spoil their aim. Also, use chaff if they use gimbals / turrets (you should always pack two chaff launcher for uninterupted disruption)

5. If your shields drop, redirect all pips in ENG to boost as often as possible. Engage silent running so that they cannot target your drives. And try to shake them off your tail so that it will be harder for them to hit them manually.

6. Once (if) you manage to jump out, drop into normal space immediately upon arrival & boost away from your drop point. This way even if they follow your high-wake, they'll need to notice the low wake. And even if they do, they'll only see an empty instance when they drop because you'll be out of their sensors' range. Wait for your shields to recharge, plot your next jump, carry on with your life.

7. Congratulation, you survived an attack in a trading ship ... hopefully.
 
Last edited:
1. If they're truly pirates, they'll attack only if you run. Stop if they ask you to do so, try to make your answers short & quick to show that you are willing to cooperate early in the encounter. If they attack you right away, they're likely not after cargo and you should just run for your life (more on that a paragraph below).

2. As I said previously, if they attack it is either because you did not comply and stop or because they are not interested into cargo at all. In the first case, you can try dropping a meaningful amount while you run. This way they'll have to choose between killing you for the example or scooping the cargo. If its the latter case, just run as dropping cargo won't solve the problem.

3. They'll likely tell you how much they want. You can then try to negotiate. 10% of your hold (20+ tons in a T7) was a common request back when I was trade grinding a few month ago.



Now, some tips to increase your chances of survival if you DO get shot at :

1. Submit to interdictions to avoid taking hull damage & reduce the FSD cooldown. In a T7 you are going to lose them anyway.

2. Always put 4 pips into SYS to maximize the durability of your shield & the remaining two into ENG. You are not going to fight, just survive long enough to get the hell out of here.

3. As soon as you can, select a nearby star system as a destination if this is not already the case.

4. Why ? Because you NEED to make an hyperspace jump rather than merely going back into surpercruise. H-Jumps are not affected by masslock so you will actually be out of there sooner. And most importantly your aggressor won't pop behind you a split second later to interdict you again. Also, you can start charging you FSD way before you line up with you destination. Do it as soon as they become hostile. Time is of the essence here.

4. Do not flee in a straight line, this will get you killed. Use thrusters, do barrel rolls boost in random directions ... in short, spoil their aim. Also, use chaff if they use gimbals / turrets (you should always pack two chaff launcher for uninterupted disruption)

5. If your shields drop, redirect all pips in ENG to boost as often as possible. Engage silent running so that they cannot target your drives. And try to shake them off your tail so that it will be harder for them to hit them manually.

6. Once (if) you manage to jump out, drop into normal space immediately upon arrival & boost away from your drop point. This way even if they follow your high-wake, they'll need to notice the low wake. And even if they do, they'll only see an empty instance when they drop because you'll be out of their sensors' range. Wait for your shields to recharge, plot your next jump, carry on with your life.

7. Congratulation, you survived an attack in a trading ship ... hopefully.

You've assumed player pirates. The OP refers to NPC pirates.
 
He never specifically asked about NPCs only, just "pirates". And this stays pretty similar really. If it's a pirate, it will ask for cargo before opening fire. If it does not, simply run. The only difference is that against a NPC you can simply go back to SC and carry on. As to how much cargo they want, I don't know. NPCs aren't much of a threat so I used to simply fly in reverse & blast them for their bounties.

PS : and from my in-game experience, tips on how to handle a PvP situation are always worth giving. Most of the players I interdicted & killed (for various reasons) would have survived the encounter if they did even just half of the things I listed.

A prime example would be my last foe. He was Master, just like me. He was in a nicely kitted Vulture, I was in my nicely kitted FdL. We both ran PvE oriented combat builds. The fight was nice, both of us used chaffs & heatsink, neither of us had cells (mine were expanded, he did not use any). Both of us were nicely trying to turn the fight into the kind of confrontation that would benefit us most (energy fight for me, dogfight for him). He almost took my shield down (less than 1 ring left), but his collapsed first and he decided to run. And this is when he lost. He knew how to fight, but he had now clue how to flee. He did not silent run so I could target his drives. He just flew in a straight line so I could use my huge PA instead of just my lasers, and I had no trouble staying close because my ship was faster. He tried to return to SC despite the hefty masslock factor of the FdL. Two big hot blue orbs of plasma & his drives were dead. One more to his powerplant and it was over.

Had he gone silent, he could have downed my shields as well and I would only have been able to use my two C2 fixed pulse lasers while he had two C3 beam. I'd likely have struggled and maybe even lost.
Had he maneuvered, I would not have been able to nuke his drives with the C4 PA.
Had he decided to make a H-jump, he would not have been pinned down by masslock & I would have had something like 10 sec only to finish him. He'd probably still be alive.
 
Last edited:
Back
Top Bottom