Pirate Loadout?

Here is my loadout for piracy, can someone tell me of any tqeaks? Power runs at 93% with this build, and it's pretty cheap:

http://edshipyard.com/#/L=603,5TP5TP7u57u53RY0_g,2-AAAA7_8cAA8S6k,0Bk0AA0727RA05U05U03wA2M

[Imperial Clipper]
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon
U: 0E Cargo Scanner
U: 0A Shield Booster


BH: 1I Lightweight Alloy
RB: 6E Power Plant
TM: 6E Thrusters
FH: 5A Frame Shift Drive
EC: 5E Life Support
PC: 6E Power Distributor
SS: 5D Sensors
FS: 4C Fuel Tank (Capacity: 16)


7: 7E Cargo Rack (Capacity: 128)
6: 6E Cargo Rack (Capacity: 64)
4: 4E Cargo Rack (Capacity: 16)
4: 4A Shield Generator
3: 3E Cargo Rack (Capacity: 8)
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
2: 1A Hatch Breaker Limpet Controller

What do you all think? I will be using it for trading myself as well, and since I'll only be robbing T7s and T6s I don't really need a bigger shield.
 
I wouldn't skimp on the shields, power distributor or thruster to the extent you have. True, you won't need to have that good a PvP ship for hunting prey, but you need to be able to fend off the inevitable (potentially wings of) bounty hunters.

At the moment, with your naff distributor, shields and thrusters, a single FDL bounty hunter will kill you quite easily: you will be slower, unable to boost as often, he will mass lock you, take your shields down fast etc.

I think overall as well you're far too greedy with your cargo space (to the extent to which you forgot the interdictor). Shield cell banks are still a must if you wanna fight (remember: bounty hunters as well as traders will be your foes!)

Lastly, the class 3 hatchbreaker is well worth the larger internal space needed.

http://edshipyard.com/#/L=603,5TP5TP7u57u53RY0_g01Q01Q,2-A09s7_8S9Y8S6k,0Bk7Um072072A5U7fO03w9qm this is only 5 million more,albeit with 60t less cargo, but is infinitely more survivable.
 
I don't think you need all that cargo space either. On my pirate clipper, I only have the 128 rack and that's enough for me. If I were you'd I'd load up on other goodies instead. Don't skimp on the shields or thrusters, they are the most important parts of a good pirate ship.

Also you're missing a fsd interdictor.
 
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That's pretty good, 2 things tho

1. I'd get the 4d hull reinforcement if you can afford it, more armor for less weight.

2. If you have the spare power get at least a D cargo scanner, the extra .5km helps a lot.

Thanks. I'm trying to be really credit efficient, so no $d Hull Reinforcements, I did look at them though. Furture upgrade :) thanks for the great help!
 
Alirght, so, the high-tech doesn't have a lot of stuff....
have to search :)

EDIT: This thing is amazing! I can only giggle as i fly it xD
 
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i'm glad people believe in piraty like me through combat loggers and solo mode which other "pirates" are doing to steal honest and real players :eek:
Waiting for you frontier, piraty is one of the best feature second me and for now its on alpha or reflect only a role playing :eek:
 
I made 2 builds, main difference is cargo space 80t vs 144t and price. Large fixed beam and large gimballed pulse with 2 medium torpedo launchers. 2 strong shield cells to get that 350+ shield back up quickly. I'm not planning on fighting but I'll be prepared if traders get nasty. Disable FSD, fuel scoop and interdictor and both builds are just below 100% power.

72M 80t:
http://www.edshipyard.com/#/L=603,4zg5TPCXTCXT01Q3R40_g0_g,2-9Y9Y7_8S9Y7_6k,7WK0AA0727goA5U4zM9qI7dg

86M 144t:
http://www.edshipyard.com/#/L=603,4zg5TPCXTCXT01Q3RE0_g0_g,2-9Y9Y7_8S9Y7_6k,0Bk7UI0727gyA5U4zM9qI7dq
 
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In case anyone's still interested, here's what I'll be doing:
[Imperial Clipper]
L: 3C/G Beam Laser
L: 3C/G Beam Laser
M: 2D/G Cannon
M: 2D/G Cannon
U: 0A Shield Booster
U: 0A Shield Booster
U: 0C Cargo Scanner

BH: 1I Military Grade Composite
RB: 6A Power Plant
TM: 6A Thrusters
FH: 5A Frame Shift Drive
EC: 5D Life Support
PC: 6A Power Distributor
SS: 5D Sensors
FS: 4C Fuel Tank (Capacity: 16)

7: 7E Cargo Rack (Capacity: 128)
6: 6A Shield Generator
4: 4B Shield Cell Bank
4: 4B Shield Cell Bank
3: 3A Fuel Scoop
3: 3A Hatch Breaker Limpet Controller
2: 2E Cargo Rack (Capacity: 4)
2: 2A Frame Shift Drive Interdictor
 
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Majinvash

Banned
I would run with this build

Much stronger and still not bank breaking

http://www.edshipyard.com/#/L=703,4zg5TP7u57u50_g0_g3RO0_g,309Y9Y7_8S9Y8S6k,7WK0AA7gy7gy05U5Sc9qS4xo

Aggressive negotiation will make them drop what you request or just bust open the cargo hatch with the multicannons ( not lasers its seems to break the hatch and never drop it to zero)

If they don't, destroy them and move onto the next.

If anyone is interested, this is my tried and tested pirate loadout but its more pricy

http://www.edshipyard.com/#/L=703,4zg5TP7u57u50_g0_g0_g3RO,309Y9Y7_8S9Y8S6k,7Vs7jw07207205U05U9qI4xo

Majinvash
 
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I don't really like to go with D-rated shields. Class 2 fuel scoop is definitely a no since I will be moving my ship around a fair bit.
 

Majinvash

Banned
A class D of a higher class is as good as a class A in a lower and a fraction of the price.
Pro tip, especially for the starter pirate where funds can be an issue.
 
Though I don't run a pirate, it does seem these Clipper builds are similar to my own ;)

http://coriolis.io/outfit/imperial_...f.Iw18aQ==.IwBhrSujSA==?bn=Mossfoot's Clipper

Though I was considering trying this different weapons layout as well

http://coriolis.io/outfit/imperial_...18aQ==.IwBhrSujSA==?bn=Mossfoot's Clipper Alt

The idea being the 3/2 beam combo keeps steady firepower on par with a fixed beam/gimbled pulse combo, but without sacrificing damage or energy, thus freeing up a 3 slot for heavier hull firepower.

The extra cargo is for everyday use and of course the 3 and 4 class racks could be replaced with more shield cells for PvP
 
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