PvP The Git Gud Guide to Trading in Open (or just surviving in general)

I like these staged Videos which fundamentally hold okay advice - but always miss out or blank out a few things that can and will very easily happen most of the time.

Take 1
T+0s : Interdiction detected, submitting
T+1s : FSD Fail, Interdiction lost (oh look, some of the old Script-hacks still work)
T+41s : Nope, unsurprisingly your T7 didn't survive long enough to jump out

I spend basically all of my in-game time in open at CG's, and have never once encountered such a thing. As long as you instantly throttle down and make an attempt to keep on the escape vector, you will always submit.


Take 2
T+0s : Interdiction detected, submitting
T+5s : complete, normal space
T+9s : Warning, Shield breach attack.
T+10s : Shields offline (How are your 500 Shield Points fare against Double-Frags or Engineered PP Weapons? Actually not at all but kudos for trying)
T+19s : Eject, Eject (1x Frage reload + 1 ram is all it takes)

Shield breach attacks come from phasing weapons, which actually deal less damage to shields than anything else. The small bleed-through damage does basically nothing to a lakon trader that has bulkheads installed. The effect sounds scary only to people who don't actually know what they are and what they do.
Another common misconception is that PP weapons are overpowered, and that engineered PP weapons must be god-tier ship deletion equipment. They aren't. They're either sidegrades or downgrades compared to conventional weapons of the same size and type.
And if you think 1 frag reload and one ram is all it takes to kill a T7 with this build, then you're mistaken. You should actually try shooting a player-controlled properly-fitted T7 rather than an NPC or newbie before making your conclusions.


Take 3
T+0s : Interdiction detected, submitting
T+5s : complete, normal space
T+9s : Warning, Thermal attack (intrepid T7 CMDR is now in the left Panel selecting an Egress Destination)
T+11s : Frameshift Drive charging
T+15s : Shields offline
T+16s : FSD offline, rebooting (*yay* for Yuri Grom Missiles)
T+20s : Hull Integrity critical
T+23s : Eject, Eject

Grom missiles add an extra 10 seconds to the time you spend in the instance, after which you have a 30 second immunity period to any further reboots. If you outfit your ship properly and fly it properly (keeping your nose pointed at your attacker to force jousts and to protect your plant/FSD/thrusters if your shields drop) then you'll make it out.


Take 4 (This HAS to work, right?)
T+0s : Interdiction detected, submitting
T+5s : complete, normal space
T+6s : oh look, 1v3
T+9s : Egress System set
T+10s : Shields offline (ramming attack, didn't see it coming due to being in the left Panel)
T+10s : Frameshift Drive charging (intrepid CMDR Chaffs & Afterburns like crazy)
T+12s : Warning, Corrosion Attack
T+13s : Warning, taking heat damage
T+15s : Warning, incoming Missiles
T+18s : Thrusters offline, Frameshift canceled (T7's Thrusters don't like being hit with barrages of Packhounds)
T+26s : Warning, Hull Integrity Critical
T+29s : Eject, Eject

The point of this method is that you spend less than half a second in the left panel as soon as you drop, before anyone has gotten their bearings on where everyone else is in the instance. And you wouldn't lose your shields to a ram in this build if you keep 4 pips to SYS.

Your criticism appears to come from someone that has never actually been in open before (or even been on the receiving end of engineered weapons), but bases their opinion of open on all of the misguided fear-mongering stories on the official forums (thinking shield breach attacks and engineered PP weapons are instant death). Tell you what, add me in-game and send me a message when we're both on. You have one shot at interdicting and killing my T7 before I can highwake.
 
The point of this method is that you spend less than half a second in the left panel as soon as you drop, before anyone has gotten their bearings on where everyone else is in the instance. And you wouldn't lose your shields to a ram in this build if you keep 4 pips to SYS.

Your criticism appears to come from someone that has never actually been in open before (or even been on the receiving end of engineered weapons), but bases their opinion of open on all of the misguided fear-mongering stories on the official forums (thinking shield breach attacks and engineered PP weapons are instant death). Tell you what, add me in-game and send me a message when we're both on. You have one shot at interdicting and killing my T7 before I can highwake.

In a system I consider dodgy I set a route that travels through the system I actually want and out the other side, in the event of needing to do a sir robin I just hit "next destination in route" and don't need to access the left panel at all. I do the same thing in CZ's.
 

Powderpanic

Banned
I spend basically all of my in-game time in open at CG's, and have never once encountered such a thing. As long as you instantly throttle down and make an attempt to keep on the escape vector, you will always submit.




Shield breach attacks come from phasing weapons, which actually deal less damage to shields than anything else. The small bleed-through damage does basically nothing to a lakon trader that has bulkheads installed. The effect sounds scary only to people who don't actually know what they are and what they do.
Another common misconception is that PP weapons are overpowered, and that engineered PP weapons must be god-tier ship deletion equipment. They aren't. They're either sidegrades or downgrades compared to conventional weapons of the same size and type.
And if you think 1 frag reload and one ram is all it takes to kill a T7 with this build, then you're mistaken. You should actually try shooting a player-controlled properly-fitted T7 rather than an NPC or newbie before making your conclusions.




Grom missiles add an extra 10 seconds to the time you spend in the instance, after which you have a 30 second immunity period to any further reboots. If you outfit your ship properly and fly it properly (keeping your nose pointed at your attacker to force jousts and to protect your plant/FSD/thrusters if your shields drop) then you'll make it out.




The point of this method is that you spend less than half a second in the left panel as soon as you drop, before anyone has gotten their bearings on where everyone else is in the instance. And you wouldn't lose your shields to a ram in this build if you keep 4 pips to SYS.

Your criticism appears to come from someone that has never actually been in open before (or even been on the receiving end of engineered weapons), but bases their opinion of open on all of the misguided fear-mongering stories on the official forums (thinking shield breach attacks and engineered PP weapons are instant death). Tell you what, add me in-game and send me a message when we're both on. You have one shot at interdicting and killing my T7 before I can highwake.

3d403144657cd5d7eca61dc1c93c63e7.gif


Piracy nearly became great again with the promise of the Grom bomb.. But it was pre nerfed before launch
6B26.gif


Powderpanic
The Voice of Griefing
 
Last edited:

Deleted member 38366

D
Your criticism appears to come from someone that has never actually been in open before (or even been on the receiving end of engineered weapons)

I've spent more time in Open than (I reckon) most Players you'll find still sticking around the Game ;)
(sorry to pop your bubble)
 
I've spent more time in Open than (I reckon) most Players you'll find still sticking around the Game ;)
(sorry to pop your bubble)

You might play in open, but your knowledge of engineered weapons and their strengths in PvP is quite lacking.
I'm not saying that open players have to do PvP, but they should at least get into it and gain some knowledge before trying to talk about it in depth on the forums.


Are you going to add me in game and take up my offer of attempting to blow my T7 up?
 

Deleted member 38366

D
You might play in open, but your knowledge of engineered weapons and their strengths in PvP is quite lacking.
I'm not saying that open players have to do PvP, but they should at least get into it and gain some knowledge before trying to talk about it in depth on the forums.


Are you going to add me in game and take up my offer of attempting to blow my T7 up?

I don't specialize in blowing up T7s and I don't grind for all the toys. Doesn't suit my normal daily routine.
(you plan to fly towards an Ocellus port at 98m/sec over 10-15km distance for its 10km NFZ (depending on disengage Vector)? Then no toys are needed anyway. Much easier & faster to ram such a defenseless snail to death.)
If you think I'm lacking real-world experience though, then that's your believe xD

Word isn't from me, but someone gave birth to very solid advice : Git gud? No. Git smart!
I can only second that advice.

PS.
This whole OP was what? Attempt #3156 to lure Traders into the CG/Open PvP arena, telling them "Do as I tell you and you'll be fine! I swear."
"Sirens of Open/PvP" Syndrome I call it. Is it the usual, running out of Targets again?
And *lol* as if 290MJ of unengineered Shields with Paper-class resistances would do anything... That's cannon fodder even for PvE combat ships xD
 
Last edited by a moderator:

Deleted member 115407

D
I don't specialize in blowing up T7s and I don't grind for all the toys. Doesn't suit my normal daily routine.
(you plan to fly towards an Ocellus port at 98m/sec over 10-15km distance for its 10km NFZ (depending on disengage Vector)? Then no toys are needed anyway. Much easier & faster to ram such a defenseless snail to death.)
If you think I'm lacking real-world experience though, then that's your believe xD

Word isn't from me, but someone gave birth to very solid advice : Git gud? No. Git smart!
I can only second that advice.

PS.
This whole OP was what? Attempt #3156 to lure Traders into the CG/Open PvP arena, telling them "Do as I tell you and you'll be fine! I swear."
"Sirens of Open/PvP" Syndrome I call it. Is it the usual, running out of Targets again?
And *lol* as if 290MJ of unengineered Shields with Paper-class resistances would do anything... That's cannon fodder even for PvE combat ships xD

Many beleaguered players have come to the PvP and Beginner subs to complain, and were subsequently pointed to the "Git Gud Guide to Trading in Open". Many of those players have returned with either replies or new posts reporting how the advice in the video completely changed the game for them, and how much they now looked forward to flying in open and facing aggressors.

Your post above is overly dramatic, but you're right about one thing - the psychological effects of engineered weapons can often be the most "damaging" thing about them. CMDRs get hit with them, their cockpit lights up like a Christmas tree, and they start panicking. On my pirate ships I carry a wide array of secondary effects, not necessarily for their damage potential, but because the more confusion and panic I can cause in a target by just plinking their shields, the better.

Rinzler's response to you was correct, and while there will always be a chance that some action or external condition can lead to catastrophe, the chance is small. By following the advice in the video, you can almost always escape successfully.
 
Last edited by a moderator:
...the psychological effects of engineered weapons can often be the most "damaging" thing about them. CMDRs get hit with them, their cockpit lights up like a Christmas tree, and they start panicking...

I think this is exactly it. I watched a new player stream, and as soon as their ship announces to them that anything at all is happening they just let go of the stick and go "what happened!?"

I watched this player start overheating while charging for a jump. They didn't even lose any hull % but they made comments about having taken incredible damage and "almost dying" from the ordeal because of all the flashing lights, sparking, and smoking that was going on.
 
Last edited:

Deleted member 38366

D
Many beleaguered players have come to the PvP and Beginner subs to complain, and were subsequently pointed to the "Git Gud Guide to Trading in Open". Many of those players have returned with either replies or new posts reporting how the advice in the video completely changed the game for them, and how much they now looked forward to flying in open and facing aggressors.

Your post above is overly dramatic, but you're right about one thing - the psychological effects of engineered weapons can often be the most "damaging" thing about them. CMDRs get hit with them, their cockpit lights up like a Christmas tree, and they start panicking. On my pirate ships I carry a wide array of secondary effects, not necessarily for their damage potential, but because the more confusion and panic I can cause in a target by just plinking their shields, the better.

Rinzler's response to you was correct, and while there will always be a chance that some action or external condition can lead to catastrophe, the chance is small. By following the advice in the video, you can almost always escape successfully.

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.
i.e.
- how to early recognize a typical Frag Cannon boat
- how to react to incoming Guardian Weapons or OC MCs vs. Energy Weapon attacks
- how to identify a typical Rammer or Ramming Wing and how to react to it
- current Meta PvP Ships and how to exploit any weaknesses in a Trader
- what do Heat Sinks/Silent Running for you and when to use them
- which Trade Ships are best to submit with and which ones are known to be good Interdiction Evaders
- PDs/ECM what can they do and what they can't
- 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)
- why it's important cover critical SubSystems (PP/Thrusters/FSD) as good as possible and how can it be achieved
- how to Engineer a T7 to both survive in Open and still be able to deliver reasonable tonnage

Now that's the kind of stuff that keeps Traders alive in the post-engineers and V3 Combat Meta...
However, that's just my Opinion man. No troubles agreeing to disagree.
 
Last edited by a moderator:

Powderpanic

Banned
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.
i.e.
- how to early recognize a typical Frag Cannon boat
- how to react to incoming Guardian Weapons or OC MCs vs. Energy Weapon attacks
- how to identify a typical Rammer or Ramming Wing and how to react to it
- current Meta PvP Ships and how to exploit any weaknesses in a Trader
- what do Heat Sinks/Silent Running for you and when to use them
- which Trade Ships are best to submit with and which ones are known to be good Interdiction Evaders
- PDs/ECM what can they do and what they can't
- 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)
- why it's important cover critical SubSystems (PP/Thrusters/FSD) as good as possible and how can it be achieved
- how to Engineer a T7 to both survive in Open and still be able to deliver reasonable tonnage

Now that's the kind of stuff that keeps Traders alive in the post-engineers and V3 Combat Meta...
However, that's just my Opinion man. No troubles agreeing to disagree.

Dude the more you post, the less credible you appear. So maybe just stop.

Your basic narrative is that a T7 cannot survive in Open because of the new META! ( kek )

Well it might be interesting to learn that defence out grew offence in the last patch.

With some very simple engineering, remembering grinding for a trader shouldn't really be an issue. Its sorta what they do.
You have to trade to get access to Didi in the first place.

You can have a T7 with 1k+ of shields (before the pilots puts 4 pips to systems) and with Point Defence! Fear no grom!

https://eddp.co/u/2TtAbcrP

You would have to be pretty bad to not escape in this build.

GIT GUD 3.0 Approved

Powderpanic
The Voice of Griefing
 
Last edited:
Word isn't from me, but someone gave birth to very solid advice : Git gud? No. Git smart!
I can only second that advice.

This video shows you that the majority of the "git gud" process lies in "gitting smart on the outfitting screen".


This whole OP was what? Attempt #3156 to lure Traders into the CG/Open PvP arena, telling them "Do as I tell you and you'll be fine! I swear."
"Sirens of Open/PvP" Syndrome I call it. Is it the usual, running out of Targets again?
And *lol* as if 290MJ of unengineered Shields with Paper-class resistances would do anything... That's cannon fodder even for PvE combat ships xD

The whole purpose of this video was to show people how to outfit and fly trade ships to escape unwanted PvP encounters. Nothing to do with your typical forum narrative of "trying to get more targets in open". This video has helped a lot of people survive in encounters where they would otherwise have died.
The reason I made the video in the first place was because of all the complaints on the forums and reddit of gankers/pirates being unstoppable in killing trade ships.

290mj shields with 4 SYS pips should last long enough for you to submit and highwake against most ships (chaff also helps against the majority of attackers, since it lasts for around 10 seconds and you typically won't be in the instance for much longer than that).
If you engineer those shields, you can get them over 1k mj with good resistances, which makes you invincible against anything (should you follow the tactics outlined in the video of submitting and highwaking instantly).



So are you refusing my offer of letting you prove what you're saying by blowing up my T7 up before I highwake?
 
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).
 
(keeping your nose pointed at your attacker to force jousts and to protect your plant/FSD/thrusters if your shields drop)

Questions on couple of the particulars you're discussing, including this one.

Trade ships tend to be pretty slow, both in terms of top speed and boost acceleration. How do you "force a joust" in a slower ship against any half-competent pilot in a fully engineered FDL/FAS, that can easily maintain the right distance to keep you in front of them? In my experience (with both fast and slow ships) they can reverse / circle strafe faster than you can accelerate towards them.

It's still better than flying away in a straight line, I guess? Maybe your attacker isn't half-competent and you'll get lucky.


I'm also a bit surprised that you recommend chaff over heatsinks. At least in my own anecdotal experience, these days I'm a lot more likely to run into ganker boats running PAs and railguns than lasers and MCs. Chaff does nothing against them, while heat sinks make me at least a tiny bit harder to target for a few critical seconds.
 

Deleted member 38366

D

See, you're off to a good start. Now make a Vid for example telling things as it is : properly Engineer your Trader instead of making it an easy but merely more expensive juicy Target for example.

Friendly advice : you might want to move into the RP Forums until you've learned what it means to fly unengineered Traders into hotspots and spread disinfo about their supposed qualities.
Mac/Non-Horizons owners btw. (doing exactly what you're described in that V1.x era Evasion Vid since years) will have plenty of stories to share. They know.
 
See, you're off to a good start. Now make a Vid for example telling things as it is : properly Engineer your Trader instead of making it an easy but merely more expensive juicy Target for example.

There seem to be quite a few of those already, but as Rinzler quite rightly points out the vid in the OP fills a niche. It is a very basic survival guide aimed at the less experienced (however you want to define it) player. It is good, general advice. There are of course other options as you say, but consider this 80% of the likely issues handled with 20% of the effort. Further details (like the merits of chaff vs heatsinks) can be fleshed out in the discussion thread.
 

Deleted member 38366

D
There seem to be quite a few of those already, but as Rinzler quite rightly points out the vid in the OP fills a niche. It is a very basic survival guide aimed at the less experienced (however you want to define it) player. It is good, general advice. There are of course other options as you say, but consider this 80% of the likely issues handled with 20% of the effort. Further details (like the merits of chaff vs heatsinks) can be fleshed out in the discussion thread.

That's definitely true, good oldschool basics that are valid since years. No harm for Combat Beginners to learn those, especially since those apply to PvE as well.
(maybe I got a little distracted due to the title and what it claimed you could then do in an unengineered T7; I just found that misleading, regardless of the correct basics it nicely shows)
 
I'll start working on a guide to engineered trading in open later next month. It should be handy for the powerplayers that are going to be forced to operate in open.
 

The Replicated Man

T
I'll start working on a guide to engineered trading in open later next month. It should be handy for the powerplayers that are going to be forced to operate in open.

Rinz. Can you also make a get gud guide to getting into PVP. I think it would do some good to share on the forums.
 
Back
Top Bottom