Hangars: Ship launched fighters are internals...

How shall the SLF hangar be implemented?

  • internal compartment (like cargo bays)

    Votes: 87 50.6%
  • special slot/core slot (like planetary flight controls)

    Votes: 85 49.4%

  • Total voters
    172
  • Poll closed .
Well this is an easy fix, replace your hatch breakers with the fighter bay. If I can reliably pull of cargo hatch breaks in my viper using c1 pulse laser I'm sure a pro pirate like you will be able to do it in a super maneuverable fighter.

I would be happy if I could jump into my fighter and tell my bitc... I mean copilot to scoop up materials and cargo with my main ship :D

Then the fighter can take up that class 5 slot I'm using for limpet controller
 
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I can tell you, that the method of using a weapon to break the hatch is one used for "fishing" in anarchy,
but the money to be made is in med to high sec, where security spawns in quickly.
With the hatch be destroyed no more cargo drops, except when applying the hatch breakers.
Weapons of those fighters will shred the hatch in no time,
thus profit lost.

For real pro piracy it ashames me to say, but you need collectors, hatch breakers,
cargo hold and an interdictor.

Dear devs, any word on these hangars?

Last time I checked lasers were faster than drones. I found with practice I could crack a hatch faster without skipping a beat after dropping his shields.

But that said I do see your issue... the viability of my tactic depends on how fast the fighter/mothership switch is once the fighters deployed. I mean if it's faster than programming a limpet we'll still have room to move, but I doubt it. Shredding the hatch? beams will be available for the fighter, with proper trigger discipline you should be able to milk three or four waves of cargo drops out of it, well that and a LOT of luck.

On the upside sending you fighter to aggressively engage security forces may buy you more time than you've had in the past.

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I would be happy if I could jump into my fighter and tell my bitc... I mean copilot to scoop up materials and cargo with my main ship :D

Then the fighter can take up that class 5 slot I'm using for limpet controller


That's GENIUS!

Make a thread, do it now!
Enough of all this moaning about features that will happen and lets get them to add one! That sounds like a feature that NEEDS to happen.
 
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Last time I checked lasers were faster than drones. I found with practice I could crack a hatch faster without skipping a beat after dropping his shields.

IMO that is inefficient.
Here is how i do it:
You kill the pp first, to have tight cargo clusters.

Amount of cargo dropped is limited to health of hatch,
where drones can simply can be sent to break the hatch, as long as you have limpets,
leading to the maximum amount of stolen goods.

If you really want to hatch bust, you take a c1-beam laser and pulse it,
lowest damage in the game is what you want.

But that said I do see your issue... the viability of my tactic depends on how fast the fighter/mothership switch is once the fighters deployed. I mean if it's faster than programming a limpet we'll still have room to move, but I doubt it. Shredding the hatch? beams will be available for the fighter, with proper trigger discipline you should be able to milk three or four waves of cargo drops out of it, well that and a LOT of luck.

On the upside sending you fighter to aggressively engage security forces may by you more time than you've had in the past.

The fighter as a defensive module is a thing i look forward to,
but piracy and efficiency depends on speed and accuracy.
The faster you disable the target the more cargo you can cash in.
The firepower of the fighters is just too much for going into it and
"tickling" judging by presentations we have seen so far.

Security really has become a limiting factor, that is where the fighter may
increase efficiency in defense. What you forgot, is that your main ship or fighter,
when you set it to agressive simply will blow up your target,
also you cannot pulse your weapon/launch your hatchbreaker,
when you are in the fighter...

Piracy is not about destroying ships and hatches, bout about pure skill,
adrenaline and being a successful master thief, hunted by police, bounty hunters
and other pirates alike.
Piracy is the way to go, if you look for exciting fights and a challenge,
especially if you prefer PvE, that is as dangerous as it gets.

But back to topic...
 
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Fighters have no room for cargo, that's not going to happen.

We're talking about the mother ship while the player is in the fighter.

Also a utility sub ship that can cargo scoop 2 or 4 cans and ferry them back to the main ship (like the srv can do now) is definitely something I'd like to see added in future.
 
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