Pirate Vs Experienced Trader -- Lots of Fun... but Sad too.

Just pulled over a type 6 who was clearly very experienced. Had chaff, point defense, shields, and shield cell (from the look of the never weakening shields from the first volley). He wasn't trading necessary defense for more cargo space (fast cash) and he was hauling rare goods (scanned him) in the open. Major props to that; wish there were more like him.

The roughly 10 seconds I got to fire on him was incredibly fun and makes me realize why I love this game. This guy was hauling and he knew the dangers of the universe and he equipped accordingly. Threw out chaff, point defense destroyed my missiles, any shots incoming nullified by shield cell. He was ready to rock. Even though he got away, it was pretty damn awesome. This is how traders should be traveling and be ready for combat.

Of course.... this awesomeness was cut short by the fact that he submitted to interdiction and warped immediately away (3 times), essentially nullifying any chance of success against him -- thus cheapening the experience overall. Completely impossible to actually pirate a t6 or above in the current state of the game (any hauler that takes advantage of submit, warp, laugh technique).

It's a bit of a game spoiler at the moment and makes piracy far less fun when any juicy target can do this at will.

I am completely willing to lose these encounters and have the hauler get away (especially when he is so prepared like this guy was)... just want a bit more time to get the chance to succeed. 8 to 12 seconds (if your lucky) just isn't enough time.

How does this technique fair against a pirate asp? Is it the same thing or will the asp's mass stop this tactic and enable better piracy?

I personally hope they come out with FSD scramblers or something along those lines. Not permanent, but a 30sec to 2 minute delay, or something along those lines. Until then, I'll just grin and bear it every time I get a "submitter". Might actually open fire on those and not even give the option, because if you submit, you are likely going for that tactic.

Just want to hear opinions on this.

Saunders Out
 
Although you didn't lose, you just didn't win. At best it was a draw as a loss would have ended in your death. A draw is all a trader can hope for in the current game since a T6/T7 doesn't stand a chance of defeating a pirate regardless of what ship the pirate is using, which is sad.

Edit - There really is far too low risk pirating. Even on the odd chance you WOULD get killed you lose far, far less. I hope they bring in trade insurance, that should at least help a bit.
 
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This is how I trade in my t6, it only held 80 tons but I had mil armor, all utility's with point defense, 2 missile racks, shield cell bank, I'm often interdicted by humans, I dance a bit while my FSD is cooling/charging and I'm out, haven't lost a ship or cargo yet.
 
It's not unusual for tactics to evolve and develop

in beginning haulers maxed out on cargo space, very vulnerable to attack
Now, myself included, traders run with shields, point defence, I'm also considering mine layers and 10t of duff cargo ready to be dropped with mines ;)

The carnivores now need to evolve to bring down this harder prey. Following some viper load out threads I'm now running twin plasma accelerators on mine for bounty hunting and will look to experiment on my cobra also for piracy and trapping the T6 and T7s
 
I think things are fine the way they are. If a pirate wants something s/he should have to earn it, not just be able to take you out of SC and demand your stuff or you die. I love doing the dance with my Type 6 when I get interdicted. I'm never stupid enough to let the enemy approach or give them time to talk - just twist and smack the throttle, make them think they have you, then change tactic until the FSD is back up - then pop out of there, and change path so it's not easy to just follow along with you.
 
Tried railguns?
The most popular fittings are not the best fittings, especially against adversaries with strong defense.

Agreed here, if you want to stop somebody fleeing as soon as they submit you need frontload, and a serious amount of it. I'd love to see a vid of an experienced pirate knocking shields out and using limpets in literally the shortest time possible
 
Sounds like you were out played sir! And by your own admition by a very exerienced player. They certainly don't all get away, but they have a game-in-chance, and this time they did.

Your not really asking for an I-win button are you?
 
The Hull damage a T9 takes when you successfully interdict it means most hauliers will submit then boost, boost, boost and Jump just to evade hull damage costs. This definately needs another look at by the Devs.
 
Sounds like you were out played sir! And by your own admition by a very exerienced player. They certainly don't all get away, but they have a game-in-chance, and this time they did.

Your not really asking for an I-win button are you?


he asked for basically a bigger cooldown on FSD when submitting.. hardly an I WIN button. try reading dude.
 
Sounds like you were out played sir! And by your own admition by a very exerienced player. They certainly don't all get away, but they have a game-in-chance, and this time they did.

Your not really asking for an I-win button are you?

I don't think you understood the post.

If anything, I'm asking for the hauler I-win button to be disabled.
 
Well, the way I look at it is you're criminal. What you're endeavouring to do is mug an honest trader. I'm not criticising you for that, but you have to accept your activities in context.

Not being a mugger, I have to make certain assumptions, but these aren't unreasonable.

If I were going to rob someone, I'd do it in a place where they couldn't easily shout or run for help, and it would be less likely that I'd be disturbed during my actions. My victim would be vulnerable, so it would be easy to intimidate them and very difficult for them to defend themselves against me, if I had the time to observe them properly, I'd also make sure that they had plenty of cash and jewellery on them - to make it worth my while.

What you've done is pick on the alert security guard, wearing full body armour and is in training for the Olympics sprint team on the side. Needless to say you can scan your target prior to interdiction (you certainly cargo scanned him) and from his load out it was reasonable for you to determine that he was ready for trouble. No right thinking mugger is going to pick on that kind of target.

I agree that the FSD cooldown is very short if your opponent submits, but if he/she had been a frail, unwary target - you'd have still likely managed your heist, it was the marriage of that plus a quality adversary that thwarted you.
 
Trader A - sacrifices all for cargo space. Stands a chance of getting nailed. Deserves it.
Trader B - Smart tactics, skills and loadout. Will escape.

What you are asking for is more of a chance against someone who has invested in and ensured they have minimised the risk pirate scum will run them down.

Working fine IMO.
 
I don't think you understood the post.

If anything, I'm asking for the hauler I-win button to be disabled.

Actually, your right, I didn't! :(

Theres a fine balance to be met here, was my intention. As long as the freighter doesn't make a mistake, I feel they should have every chance of escape. I want to add that I fully support PvP and Piracy.
 
Although you didn't lose, you just didn't win. At best it was a draw as a loss would have ended in your death. A draw is all a trader can hope for in the current game since a T6/T7 doesn't stand a chance of defeating a pirate regardless of what ship the pirate is using, which is sad.

Edit - There really is far too low risk pirating. Even on the odd chance you WOULD get killed you lose far, far less. I hope they bring in trade insurance, that should at least help a bit.

You're kidding right ?

Pirating is the least loved profession in this game.

It's virtually impossible to make a profit if you are only pirating.
 
I agree that submitting needs looking at. Higher cooldown may work. Other ideas are:
-Mass-locking is a little less "on or off". Right now you're either a disruptive mass and they get abouve 10x slower FSD charge, or you're not and they jump instantly.
-Add a item to dampen FSD fields. It could be skill based, like limpets, or just passive.
-Make mass lock based on number of ships (is it already?). We tried Cobra+Viper against a Type 6, and IMO that should be a mass-lock (Cobra is almost the mass of a T6) but it didn't seem to be.

Right now, I feel there's too much of a jump between types of ships. You can do stuff against smaller ships, not against bigger ships (unless they're running dumb loadouts). A slightly more analogue system would be nice.

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It's virtually impossible to make a profit if you are only pirating.
I can make 250-300k an hour. That's far from virtually impossible.
 
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