Sure.. all while even far more potent Ships have been literally single-shotted already, leaving CMDRs wondering what happened. They too thought they'd have at least reasonable survival chances.
His response was expected but missed the mark by a lightyear. The given recommendations are technically valid of course, but merely improve chances by reiterating old V1.x Combat Meta advice. Back then, all those items were the established survival guide.
Unfortunately, alot of that Meta is lost and gone forever.
The Vid would have far been more interesting if it included an overview of the Weapons/PP/Specials and attack types on the PvP Battlefield - and how to specifically counter them or harden a Trade Ship against such attacks by Engineering.
For someone that claims that they don't "grind for all the toys" or even partake in PvP at all, you're certainly showing it by continuing with your misguided opinions of PvP balance.
- how to early recognize a typical Frag Cannon boat
I have seen every single type of ship fitted with frags in PvP. My general advice for traders is to submit and highwake instantly if you get interdicted by one.
- how to react to incoming Guardian Weapons or OC MCs vs. Energy Weapon attacks
Guardian weapons are trash against players. My general advice for traders is to submit and highwake instantly if you get interdicted by one.
OC MC's and hitscan builds are the same in this regard; My general advice for traders is to submit and highwake instantly if you get interdicted by them.
- how to identify a typical Rammer or Ramming Wing and how to react to it
Rammer wings are not a thing (the forums love to throw the name around like another supposed "instant death" anomaly). Closest you'll find is a frag/MC clipper, which tends to be good for ramming targets too.
My general advice for traders is to submit and highwake instantly if you get interdicted by one.
- current Meta PvP Ships and how to exploit any weaknesses in a Trader
Meta PvP ships? My general advice for traders is to submit and highwake instantly if you get interdicted by one.
- what do Heat Sinks/Silent Running for you and when to use them
Heatsinks make you appear cold on people's sensors if you're below 20% heat and within their typical emission range. However, any ship that runs lasers or multicannons will have emissive munitions, which cancels any sort of cold running.
You would get much more survivability out of a chaff launcher, which lasts for the majority of the duration of a typical submit+highwake scenario.
- which Trade Ships are best to submit with and which ones are known to be good Interdiction Evaders
Trying to evade player interdictions in a trade ship is a very good way to get fully interdicted every time. Interdictions can also bug out and glitch if they go on for long periods of time, so it is always better to submit for a guaranteed short FSD cooldown (after which you can highwake instantly).
- PDs/ECM what can they do and what they can't
PDT's can shoot down Grom missiles, ECM's can't. Fit one if you're more likely to be hit by one of those more often than gimballed loadouts (if you have more utility slots then you can fit both).
ECM's disrupt packhound swarms, PDT's can't. Fit one if you're likely to run into them.
- common PowerPlay Weapons used, how to identify and counter, what are their downsides (i.e. go over the Icon Symbology so the Trader learns what's incoming even when not looking)
Since you still stubbornly hold the typical forum opinion that powerplay modules are overpowered instant-death weapons, I'm going to list them all right here so you can learn something useful.
- Pacifier Frag-Cannons (Zachary Hudson) - Large frag cannons that have a tighter spread and slightly longer range than normal frag cannons, at the cost of less total damage output.
- Imperial Hammer Railguns (A. Lavigny Duval) - Medium railguns that shoot a 3-round burst rather than one shot. They deal slightly more total damage than standard rails if you can land all three shots, but they produce stupid amounts of heat.
- Enforcer Cannons (Pranav Antal) - Small multicannons (fixed only) that have a much lower rate of fire in exchange for higher damage per shot. They deal a bit less damage per second than a medium multicannon, and also have a small impulse attack effect (not noticeable 99% of the time).
- Pulse Disruptor (Felicia Winters) - Medium pulse laser (fixed only) that has an incredibly low rate of fire, deals almost no damage, has a high thermal load, and has a chance to malfunction a module if you hit it several times in a row with 100% accuracy. Nobody uses these due to them being a waste of a medium hardpoint.
- FSD Disruptor (Yuri Grom) - Medium dumbfire missile that reboots the FSD of the ship that it hits (exactly the same as turning the module off and on, so the reboot takes 10 seconds). Once a ship has been hit by this weapon, they have a 30 second immunity period where their FSD cannot be reset again. Standard dumbfire missile racks can also be engineered to have this same effect.
- Cytoscrambler (Archon Delaine) - Small burst laser that fires 10 times per short burst, and has an incredibly high amount of jitter and thermal load. If you stay within 500m of your target, it can deal a good amount of damage to their shields. However, it has an armour piercing rating of 1, so it deals no hull damage. These are only a threat if you sit still or fly in a straight line. Nobody uses them anyway because of their inconsistency.
- Packhound Missiles (Li Yong Rui) - Medium missile rack that fires swarms of smaller missiles. These missiles travel slower than conventional seeker missiles, and deal less module damage per second. Best way to deal with them is an ECM (only if your shields drop before you've highwaked).
- Retributors (Edmund Mahon) - Small beam laser that has a small thermal shock effect. Literally worse than a standard small beam laser that has been engineered for thermal shock in every possible way. Not a threat to any ship.
- Mining Lances (Zemina Torval) - Small mining laser that has a range of 2km and deals a small amount of damage. Cannot be engineered. If you get killed by one of these, nobody can help you.
- Prismatic Shields (Aisling Duval) - Shields that are stronger than standard ones, but have lower regen, higher power draw, higher mass, and higher cost. Absolutely worth fitting onto trade ships if you have the spare power.
- why it's important cover critical SubSystems (PP/Thrusters/FSD) as good as possible and how can it be achieved
Keeping your nose pointed towards your attacker while you charge a highwake is the perfect way to cover them. This was outlined in the video.
- how to Engineer a T7 to both survive in Open and still be able to deliver reasonable tonnage
The point of this video was to show that an unengineered ship can survive in open and deliver a very good amount of tonnage.
Here is an engineered build:
https://eddp.co/u/eG85uopw
- 1,350mj shields with 53/43/20 resistances (3,213mj with 4 pips in SYS)
- 1,428 hull
- 455m/s boost speed
- Engine-focused distributor for permanent boost capabilities
- 276T cargo capacity
- 22.15 LY laden jump range (32.01 LY unladen)
- Powerplant with 0.35 efficiency and 268 integrity
If this was a PvP combat tutorial video then I would go over all of your points in detail, since fighting styles differ greatly depending on the enemy you're facing. But it isn't. That info is useless in a video that's designed to show traders how to run away from everyone instantly.
Friendly advice: you should probably go out and get some PvP experience before running your mouth and making yourself look bad on the PvP forums just for the sake of arguing (or go back to the dangerous discussion board and circlejerk with them about how "unplayable" open is).