Reading around the forums I'm hearing a lot of stories, complaints, and all around disheartened talk when it comes to escaping interdictions. Most of the stories I hear are pilots in the Type 7 dying horribly without much counter play.
I've flown the T7, as many of us have. My first real death in the game was in a T7 to a pirate python NPC. I can sympathize with the frustration other CMDRs are experiencing.
This thread is to share how we managed to survive in the "flying coffin". Perhaps it will help others.
-----------
I'll go first
- 5A shield generator or larger. Any less is suicide.
- If you see a suspicious looking ship getting behind you, drop out of SC, and charge back up. If it's a pirate he will drop with you but you'll have a head start charging to get back into SC. This will buy you time to decide if you need to high wake or if you can make it to your destination
- I didn't bother trying to fight. I call the T7 a flying coffin for a reason.
- Fight the interdiction vs submit and run depends on the NPC. If the pirate ship is bigger than you than it's probably better to fight the interdiction because mass lock + large ship weaponry is almost certain death unless you're confident in running.
- I preferred to stick with short range trade runs.
- Powerplay will get you killed in a T7. It's best to get out of there.
- Consider using a T6 or ASP for long range activities.
- Upgrade to a Clipper or even a Fed ship ASAP. All are much easier to survive in.
- Consider engineering faster FSD recharge and bootup times to get you into SC faster. These are more valuable for survivability than long range FSD, especially if you run short trade routes.
- Consider engineering dirty thrusters. The boost speeds always help.
I've flown the T7, as many of us have. My first real death in the game was in a T7 to a pirate python NPC. I can sympathize with the frustration other CMDRs are experiencing.
This thread is to share how we managed to survive in the "flying coffin". Perhaps it will help others.
-----------
I'll go first
- 5A shield generator or larger. Any less is suicide.
- If you see a suspicious looking ship getting behind you, drop out of SC, and charge back up. If it's a pirate he will drop with you but you'll have a head start charging to get back into SC. This will buy you time to decide if you need to high wake or if you can make it to your destination
- I didn't bother trying to fight. I call the T7 a flying coffin for a reason.
- Fight the interdiction vs submit and run depends on the NPC. If the pirate ship is bigger than you than it's probably better to fight the interdiction because mass lock + large ship weaponry is almost certain death unless you're confident in running.
- I preferred to stick with short range trade runs.
- Powerplay will get you killed in a T7. It's best to get out of there.
- Consider using a T6 or ASP for long range activities.
- Upgrade to a Clipper or even a Fed ship ASAP. All are much easier to survive in.
- Consider engineering faster FSD recharge and bootup times to get you into SC faster. These are more valuable for survivability than long range FSD, especially if you run short trade routes.
- Consider engineering dirty thrusters. The boost speeds always help.