PvP wise, this does not work unfortunately.OP, you are missing something important in your post: shoot out an npc powerplant, then use them, so cargo isn't spilled all over.
that said, i like your ideas to make the higher classes usefull - i only run class 1 hatchbreakers for piracy missions atm.
OP, you are missing something important in your post: shoot out an npc powerplant, then use them, so cargo isn't spilled all over.
- their low reward for a long hack time makes pirating in space with police extremely unrewarding, since you will not have much time to pick up cargo, even if you manage to completely stop a ship by disabling its power plant.
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- a class 1 beam laser turret is more efficient at extracting cargo from a completely stopped ship than hatch breakers.
PvP wise, this does not work unfortunately.
I also hate the behavior of NPCs regarding their powerplant...no powerplant malfunction but stops dead if reaches 0%...like they have no module priority management at all... :/
PvP wise, this does not work unfortunately.
I also hate the behavior of NPCs regarding their powerplant...no powerplant malfunction but stops dead if reaches 0%...like they have no module priority management at all... :/
Are you sure?
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as you can simply tickle the hatch once the pp is out,
saving an internal slot, allowing for collectors to speed up cargo retrieval ops.
problem with npc piracy without hatchbreakers is - many npcs are destroyed, before their cargo hatch is... so, i find the usefull for npc piracy.
Seriously piracy is not paying up well unless you get lucky with PvP piracy.
The problem is that other activities (bounty hunting, trading, Robigo...) pay too well.definetly - as long as you are not in a system with scientific reports transporters spawned. i'm not sure, what is triggering it, but that is 1-2 mio per npc... i had it in a system some days in a row.
I once suggested hatch breakers should be able to tunnel through shields. The idea wasn't well received though![]()
Hatchbreakers? Does anyone use that module?
Beam lasers work way better (single fire to tickle the hatch for maximum profit).
problem with npc piracy without hatchbreakers is - many npcs are destroyed, before their cargo hatch is... so, i find the usefull for npc piracy.
The fact, that NPCs are flying with rather empty cargo holds however,
is bugging me really hard.
How often have i scanned T9s and T7s just to see that they only have 20-40 tons of cargo on board.
Seriously piracy is not paying up well unless you get lucky with PvP piracy.
- they are pointless to use on players that aren't worse than bots. It is impossible to get any reasonable amount of cargo out of a player once he's stuck floating at high speed in a direction (3). Starting voice communication and getting your grandmother to ask that person to drop cargo is a more effective measure.
Avoid systems with a Boom state if you are pirating in Supercruise. Ships spawned by this state will mostly have escorts, but a maximum of around 30t (gold, progenitor cells, etc.) of cargo. I reported this as a bug, as even t6/keelback carry more cargo outside a Boom state...
https://forums.frontier.co.uk/showthread.php?t=237931&p=3672062&viewfull=1#post3672062