Rare Trader! First Run!

So, last night I made my first Rare Trade Run.. Lave to Fujimi. (Think I spelled that right)
What. A. Rush.

Interdicted Twice.. won the mini game on the first one, and narrowly escaped a pirate attack on the second one..
THEN..
forgot I had Contraband.. so had to go 400LS out of my way to find a black market.. Interdicted AGAIN! And Escaped..

walked away with 700k Credits.. and a bunch of new upgrades to my Cobra..

I Love this game.. [up]

One questions, Im looking for suggestions on how to best outfit my Cobra Mk3 Ive read conflicting reports on the forums and on websites about heat sinks, weapons, etc.. I figure I want to focus on Rare Trades.. because so much money..
 
For rare trading, you want the best thrusters you can get and the best fsd. Your gonna be jumping far and running quickly, so you want to keep your cobra as light as possible without sacrificing too much defensive capabilities
 
What the esteemed Mr Baggins said. The best power distributor you can afford (boost more often), the bet thrusters (boost faster).
Sell your weapons, they just weigh you down.
 
Appreciate both your suggestions.. so nothing at all.. out of curiosity.. can you explain a heat sink to me.. I though it would help cool down your FSD so you could jump faster.. but it doesn't seem too.
 
It cools down the entire ship systems, so charging your fsd increases the ship temperature, the heat sink will cool it down
And the PD is very useful as Mr Baggins said
 
Ok, smuggling 101 coming up.
On arrival at your destination station - assuming you're carrying illegal rares - turn off everything you don't need. Fuel scoop, cargo scoop, frame shift drive, all chaff, all heat sinks except one, shield boosters, weapons, life support.
Once you get good at this you can turn off your shields as well.

Fly around the station about 10k metres out, in front of the slot. Move forward until you can request docking (7,500m). Once that is done, turn silent running on. Boost towards the slot. Keep boosting and aim for the side with the green light.
If you start to overheat, use a heat sink. Don't worry about any scans, you'll be inside the slot and safe before they complete.
Dock, turn everything back on.

Obviously, if you're not carrying illicit goods, you can ignore all of the above.
 
Good work Cmdr! O7

On rour next run, sell at Alacarakmo. It's about 200 Ly from Leesti, so you'll get paid MUCH more for your rares than you would at Fujin. Also, none of the "questionable" rares (Leestian Evil Juice, for example) are illegal there, so no need for fancy flying or a black market. There are some systems around Alacarakmo which sell their own rares for you to ship back to Leesti, too.

Best of luck, and DO have fun [up]
 
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So, last night I made my first Rare Trade Run.. Lave to Fujimi. (Think I spelled that right)
What. A. Rush.

Interdicted Twice.. won the mini game on the first one, and narrowly escaped a pirate attack on the second one..
THEN..
forgot I had Contraband.. so had to go 400LS out of my way to find a black market.. Interdicted AGAIN! And Escaped..

walked away with 700k Credits.. and a bunch of new upgrades to my Cobra..

I Love this game.. [up]

One questions, Im looking for suggestions on how to best outfit my Cobra Mk3 Ive read conflicting reports on the forums and on websites about heat sinks, weapons, etc.. I figure I want to focus on Rare Trades.. because so much money..

-----
G8 smuggling info from CMDR BongoBaggins and profit
advice from CMDR B Wald. Rep to both and to CMDR NappingZed
just for having fun :cool:

One answer to your Heat Sink question:
generally one Heat Sink must be used when you fire off a Shield Cell.
I put both on the Fire 2 button/trigger. Sometimes this fails and the
heat is damaging. I think that this is more critical with higher Class
Cells.

----------------------------------------------------
This loadout may be your style of play. I have used it very successfully.
So for your Cobra3 ...

This loadout (see below) is designed to trade Rares and to be fully
capable of fighting and clawing my way across the galaxy.
"... want to fight ... bring it on" [heart]

All modules are top-shelf. The weapons however are a notch
down as they are turrets. Luv my turrets!

I use two (2) weapons groups. ALL weapons in each group.
ALL to be fired by the Fire 1 button/trigger. I do control which
weapons fire, for example, if targets shields are down, I might
dip my nose to stop the laser fire. Usually I just blast with
everything.

In each group, I put one shield cell and one heat sink; to be
triggered by the Fire 2 button/trigger. I use the cells/sinks
liberally.

I switch to the next group each time I fire a cell and sink.
It may not be true, but it seems that there is a delay in firing
a cell and sink one after the last in the same group. This is in
addition to the 5(?) second delay that it takes to actually activate
the shield cell. I may be wrong, but I switch groups just in case.
This is useful when interdicted and hammered by an Anaconda
in a wing and I am running like a crazy bunny [woah]

Don't stack both cells in one group unless one is turned off -
don't burn up your ship!

BTW, when I run, I use FA-off and boost boost boost!

Regarding having all weapons firing at the same time. I only
have heat problems if I let the weapons capacitor get too low
or empty. Watch your pips and you can keep firing 100% of
the time!!!

Also if the sys capacitor is empty, the heat sinks seem to lose
charge and eventually become useless until I throw a pip into Sys.

Pip management is critical but relative easy. I always Balance the pips
then move them to where I need them. I then know what I have and
where without looking.

I use Mirrored Surface Composite as when attacked, it usually seems
to be with lasers, not kinetics. Lasers 'reach' further. Some CMDRs will
argue with this 'til the cows come home. No matter; it works well for me.

In the Modules panel, I shut down/uncheck the Cargo Hatch. I will
die (and have) before I give up anything! Be sure that the Fuel Scoop
and FSD shut down when you deploy weapons. If you get killed-murdered,
when you respawn be absolutely sure to disable the cargo hatch or put
it back in the lowest module group with the FS and FSD. Ugly if you don't.

Only 32T of cargo with this loadout. The point to this loadout is
for combat and travel, but also to get payed gobs of CR to 'finance'
my journey. You could switch out one of the cells for an additional
4T of cargo; and the heat sink for Chaff or Point Defence or KWS.

http://www.edshipyard.com/#/L=702,7u67u64x24x20Wg0Wg,326Q6Q6Q4s4s4s6k,7RA0720727dg7dg4xo

Ret :: (88%) 13.68
Dep :: (97%) 15.10


... cargo hatch on, weapons off, FS & FSD on will be 92%
... cargo hatch on, weapons on, FS & FSD off will be 101%
... everything on will be 107%

Range: 19.79

[Cobra Mk III]
M: 2F/T Multi-cannon
M: 2F/T Multi-cannon
S: 1F/T Beam Laser
S: 1F/T Beam Laser
U: 0I Heat Sink Launcher
U: 0I Heat Sink Launcher

BH: 1I Mirrored Surface Composite
RB: 4A Power Plant
TM: 4A Thrusters
FH: 4A Frame Shift Drive
EC: 3A Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 4C Fuel Tank (Capacity: 16)

4: 4A Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
2: 2A Shield Cell Bank
2: 2A Shield Cell Bank
2: 2A Fuel Scoop
---
Shield: 123.59 MJ
Power : see above
Cargo : 32 T
Fuel : 16 T
Mass : 276.6 T empty
324.6 T full
Range : see above
Price : 12,002,450 CR
Re-Buy: 600,123 CR @ 95% insurance


------------------------------------------------------------

No weapons was suggested above. I have not used this
loadout. but did plan for it. If your emphasis is trading the
Rares without combat, this could work well. You could even
chuck the shield gen and shield boosters for another 16T of
cargo and less ship mass. Higher risk, bigger payday.

Could probably drop some of the modules to D rating for
better range.

This is designed for running only. Be sure to use FA-off when running.

No weapons. 4 pips to engines, 2 to sys ... run like the wind.

http://www.edshipyard.com/#/L=702,mpW0_g0_g,326Q6Q6Q4s4s4s6k,7RA07207203w03w4xo

Ret :: (90%) 13.92 ... cargo hatch on; 86% if off
Dep :: (90%) 13.92 ... "

Range : 20.68 LY unladen
18.10 LY laden


[Cobra Mk III]
U: 0A Shield Booster
U: 0A Shield Booster

BH: 1I Mirrored Surface Composite
RB: 4A Power Plant
TM: 4A Thrusters
FH: 4A Frame Shift Drive
EC: 3A Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 4C Fuel Tank (Capacity: 16)

4: 4A Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)
2: 2A Fuel Scoop
---
Shield: 173.02 MJ
Power : see above
Cargo : 40 T
Fuel : 16 T
Mass : 264.0 T empty
320.0 T full
Range : see above
Price : 8,865,250 CR
Re-Buy: 443,263 CR @ 95% insurance


======================================


ouch ... needed a lot of editing
 
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So many Baggins...

Do you really need Silent Running for Rares? I thought they were all legal.

I did a couple runs months ago. It's an interesting experience. Had a whole system set up where I'd buy the rares and then fill the rest of my hold with commodities that would sell for a profit at my next stop. Lots of space management, never had no room or anything like that.

Think I did it in my Courier but I'm not too sure...had plenty of space given the limited supply of rares you can get at a time, and I was too lazy to wait for replenishes.
 
Depends on the rare I find drug based stuff to be legal in empire space but a no no in fed space but if it's just rare food most places take it with no drama's
 
I never bother with heatsinks or silent running when smuggling in fast ships like the Cobra and getting into stations. As long as you're fast in, and then out of sight, no need for 'em.

Just make sure four pips to Engines, and two to Systems.

Also rares pay out biggest when sold over 120LY from purchase system. Go long for biggest profits.

An easy way to escape npc pirates- when jumping into system, if you get the telltale message ('suprised you made it this far with a haul like that' etc), just get close to the star, as if scooping, slow down to minimum speed, and then point your ship directly away from the star so it's behind you.

The pirate will just drop off your radar when he tries to get behind you (he'll fly too close to star). And off you pop (you may need a heatsink while you wait for pirate to drop off radar into the star if you start to overheat, but shouldn't need it too often).
 
The big tip (no chuckling, please): carry a single gimballed C1 pulse laser. If you're interdicted (not intersected thankyou autocowrecks), get scanned and it looks like you won't boost out in time just hit FA OFF, boost, flip to face them, hit FA OFF and smack them right in the kisser with your pulse. 200 CR bounty gained in usually some inconsequential system and they stop the scan while they go into brown trousers mode and fight back. Assuming you can then quickly hi-wake out it's a nifty way to not lose a few million in missions.

Edit: +1 rep to the above post on the good old "putting your backside against the star of the system in SC". You get to keep your derriere warm, and as they say...prevention is better than a cure.
 
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I never bother with heatsinks or silent running when smuggling in fast ships like the Cobra and getting into stations. As long as you're fast in, and then out of sight, no need for 'em.

Just make sure four pips to Engines, and two to Systems.

Also rares pay out biggest when sold over 120LY from purchase system. Go long for biggest profits.

An easy way to escape npc pirates- when jumping into system, if you get the telltale message ('suprised you made it this far with a haul like that' etc), just get close to the star, as if scooping, slow down to minimum speed, and then point your ship directly away from the star so it's behind you.

The pirate will just drop off your radar when he tries to get behind you (he'll fly too close to star). And off you pop (you may need a heatsink while you wait for pirate to drop off radar into the star if you start to overheat, but shouldn't need it too often).

That's a "hot" tip (pun very much intended).

Have a rep, my good man.
 
Honestly, if you're in a Cobra, you shouldn't need to bother too much with what happens if you get interdicted. Just boost away, especially if you have good thrusters, and no one will be able to catch you. You might take some hits on your shields, but that's it. There's nothing in the game that can keep up with a boosting Cobra.
 
Honestly, if you're in a Cobra, you shouldn't need to bother too much with what happens if you get interdicted. Just boost away, especially if you have good thrusters, and no one will be able to catch you. You might take some hits on your shields, but that's it. There's nothing in the game that can keep up with a boosting Cobra.

Well that's not entirely true ;) Vipers and iEagles are faster ships. On the other hand, will NPCs actually try to keep up with you during a scan? Not really.

Cobras are great smuggling ships but once comfortable an AspE can yield mega profit with the substantial increase in cargo space and bigger jump range. I'd agree with you that in a cobra you can get away with a "Brave Sir Robin" manoeuvre, but for those that appreciate the timeless fumbling of the AspE - or find themselves in a tight spot as they're about to dock - having a failsafe or two can't cause harm.
 
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So, last night I made my first Rare Trade Run.. Lave to Fujimi. (Think I spelled that right)
What. A. Rush.

Interdicted Twice.. won the mini game on the first one, and narrowly escaped a pirate attack on the second one..
THEN..
forgot I had Contraband.. so had to go 400LS out of my way to find a black market.. Interdicted AGAIN! And Escaped..

walked away with 700k Credits.. and a bunch of new upgrades to my Cobra..

I Love this game.. [up]

One questions, Im looking for suggestions on how to best outfit my Cobra Mk3 Ive read conflicting reports on the forums and on websites about heat sinks, weapons, etc.. I figure I want to focus on Rare Trades.. because so much money..

A rate FSD, thrusters and power distributor.
Get the best fuel scoop you can.
D-rate everything else to minimise weight and therefore increase jump range.
Put medium beams or pulse lasers on the medium hard points (whatever your power plant allows).

Here's the smuggling/rare trading loadout I'd recommend:
http://coriolis.io/outfit/cobra_mk_iii/04D4A4A3D3A3D4C0s0s--0002030348012o2f.Iw1-kA==.MwBj5BGSIgmEQ===

The Advanced Discovery Scanner is definitely optional, but if you have it it means you can gain extra credits for cartographic data along the way as when it completes a scan it will find everything in the system. Depending on how happy you are needing to refuel, you could swap out the fuel scoop for another cargo rack.
 
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Ok, smuggling 101 coming up.
On arrival at your destination station - assuming you're carrying illegal rares - turn off everything you don't need. Fuel scoop, cargo scoop, frame shift drive, all chaff, all heat sinks except one, shield boosters, weapons, life support.
Once you get good at this you can turn off your shields as well.

Fly around the station about 10k metres out, in front of the slot. Move forward until you can request docking (7,500m). Once that is done, turn silent running on. Boost towards the slot. Keep boosting and aim for the side with the green light.
If you start to overheat, use a heat sink. Don't worry about any scans, you'll be inside the slot and safe before they complete.
Dock, turn everything back on.

Obviously, if you're not carrying illicit goods, you can ignore all of the above.

I will have to respectfully disagree and say everything that you mentioned is entirely unnecessary. What I do in my Anaconda is first when in supercruise approach the station from planet side as stations generally face the body they are orbiting, drop out of Super cruise, bam right on the door step, boost twice to the entrance, request docking at 7.5 (or less) km from station. Enter station and land easy peasey. All that other stuff is entirely unnecessary. I do this all the time in a fat slow Ananconda, Never once been scanned comming in, leaving is a bit trickier though. I usually just back up after taking off, align with the slot, watch for security to make their pass in front of the slot then boost out and keep boosting, 90% of the time they won't be able to react fast enough to scan me, or at least finish scanning me before I low wake out (low wake has a much faster FSD charge rate so you leave the area quicker)
 
I will have to respectfully disagree and say everything that you mentioned is entirely unnecessary. What I do in my Anaconda is first when in supercruise approach the station from planet side as stations generally face the body they are orbiting, drop out of Super cruise, bam right on the door step, boost twice to the entrance, request docking at 7.5 (or less) km from station. Enter station and land easy peasey. All that other stuff is entirely unnecessary. I do this all the time in a fat slow Ananconda, Never once been scanned comming in, leaving is a bit trickier though. I usually just back up after taking off, align with the slot, watch for security to make their pass in front of the slot then boost out and keep boosting, 90% of the time they won't be able to react fast enough to scan me, or at least finish scanning me before I low wake out (low wake has a much faster FSD charge rate so you leave the area quicker)

This, minus the exit strategy which in my experience is unecessary as well. I mosey on up to the slot and once I'm passing through, just spam boost straight out until I'm at least 7.5km out. Ive never been scanned leaving a station unless I change course too soon and thats always just an airhead moment.
 
I will have to respectfully disagree and say everything that you mentioned is entirely unnecessary. What I do in my Anaconda is first when in supercruise approach the station from planet side as stations generally face the body they are orbiting, drop out of Super cruise, bam right on the door step, boost twice to the entrance, request docking at 7.5 (or less) km from station. Enter station and land easy peasey. All that other stuff is entirely unnecessary. I do this all the time in a fat slow Ananconda, Never once been scanned comming in, leaving is a bit trickier though. I usually just back up after taking off, align with the slot, watch for security to make their pass in front of the slot then boost out and keep boosting, 90% of the time they won't be able to react fast enough to scan me, or at least finish scanning me before I low wake out (low wake has a much faster FSD charge rate so you leave the area quicker)

It seems completely at random as to whether you get scanned or not, so I think Bongo's advice is sound, especially for less experienced players as it gives the highest probability of not getting scanned whilst making it less likely you'll splat into the station.
 
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