Silent Running & NPCs?

I was doing some theorycrafting on a Clipper build that uses SR and hull reinforcements as a combat build (may or may not work - that's not my question though) here and one of the recent comments pointed out that SR may be ineffective against NPCs.

Does anyone know definitely if SR is a valid tactic against NPCs or only really useful for PvP combat.

Many Thanks!
 
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I was doing some theorycrafting on a Clipper build that uses SR and hull reinforcements as a combat build (may or may not work - that's not my question though) here and one of the recent comments pointed out that SR may be ineffective against NPCs.

Does anyone know definitely if SR is a valid tactic against NPCs or only really useful for PvP combat.

Many Thanks!

I tried a similar thing in an FDL, doesn't make the slightest difference in combat
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They find you and easily keep you on the target in combat
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Also, the slightest touch and you still go boom, an NPC cobra rammed me and I lost about 70% hull so I gave up on that idea pretty quick
 
I was doing some theorycrafting on a Clipper build that uses SR and hull reinforcements as a combat build (may or may not work - that's not my question though) here and one of the recent comments pointed out that SR may be ineffective against NPCs.

Does anyone know definitely if SR is a valid tactic against NPCs or only really useful for PvP combat.

Many Thanks!

Currently no Silent Running runs far too much risk and little reward. Silent Running would/could have a place in combat against NPC or PvP if there was a slight change in my opinion to how the radar resolves a target running SR. I did start a thread concerning this but I don't think many saw it or perhaps the right kind of people seeing it.

I personally think the tubulence and how 'vague' any target blip is, is no where near enough, it moves about a bit in an erratic manner but still around about where the contact is, which serves to fool nobody (presumably not an NPC either if they use the same rules as a player). This turbulence should therefore be over the whole radar, a blip that jumps considerably to the point you know something/someone is there but not know where, until you see them visually or until they turn off their rigged for SR. This could at least make a player consider using it, and give players/combat some much needed stealth, but at high risk of course if you get it wrong and get spotted visually. (Stealth is the only element missing in my opinion to make combat in a 6DOF arena with nothing to hide behind much improved).
 
I don't tried in pvp but against npc (including an anaconda in a kill mission), a diamond back scout is pretty good in silent run.Anaconda landed only one shot on me and another npc none. Setup is:
Disable shield, fuel scoop, fsdi when you are in combat, run wit 4 pips in engines, 1 in weap, 1 in sys, and npc cannot target you. Cannons are essential because thermal overheat is minimal. I use shield only for landings, the ship is very nimble for the price. Some people told me to downgrade fsd because of weight.
 
Atm i fly an imperial courier; as a ship is overheating alot and i really mean ALOT. I tried silent run with courier and clearly is not designed for this. Maybe (disclaimer: i never owned a clipper), clipper is almost the same as courier on the overheating. On the other hand dbs is very very cool long time and this helps alot.
 
Interesting Kazacy. I wasn't specifically thinking the Clipper when I raised this thread, but it is interesting that some ships perform a lot better at keeping heat down. Will have to experiment a bit when I can.
 
I don't tried in pvp but against npc (including an anaconda in a kill mission), a diamond back scout is pretty good in silent run.Anaconda landed only one shot on me and another npc none. Setup is:
Disable shield, fuel scoop, fsdi when you are in combat, run wit 4 pips in engines, 1 in weap, 1 in sys, and npc cannot target you. Cannons are essential because thermal overheat is minimal. I use shield only for landings, the ship is very nimble for the price. Some people told me to downgrade fsd because of weight.

I can confirm that. Have fought some NPC DB Scouts on NAV beacons - most of them without shields. I only could target them within a distance of less than 1km (A-scanner). So, nice medium to long range defence ability against gimballed and turret weapons. But they were still visible on the scanner and fell like flies when it comes to close quater combat.
My conclusion: good for smugglers and for avoiding combat - no stealth ability atmo.
 
I can confirm that. Have fought some NPC DB Scouts on NAV beacons - most of them without shields. I only could target them within a distance of less than 1km (A-scanner). So, nice medium to long range defence ability against gimballed and turret weapons. But they were still visible on the scanner and fell like flies when it comes to close quater combat.
My conclusion: good for smugglers and for avoiding combat - no stealth ability atmo.

NPCs actually use SR?

Not sure if I have ever seen/noticed that! :)
 
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