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

ALGOMATIC

Banned
Well, it looks like i didn't express myself correctly, but the following CMDR just detailled the explanation that i feel was lacking in the video:



I wasn't asking for me, people may watch the video without knowing about all of that FA OFF stuff, so i believe that some explanations would have been a great addition

Its very easy to fly faoff in big slow ships. The learning curve for faoff ussually comes with flying the maneuverable mediums like FDL and FAS.
 
Fair point about the Python, but most of the traders can be made tanky enough for those honeypot CGs.

I fly my CM3 a lot as well (probably still my favourite ship, only got the one though ;) ) and gank squads don't get close. They have the speed to outrun anything they can't fight, although a reactive hull with thermal resist mod will always help for when the shields are dropped.

CM4's are trickier for sure, but I'd say you'd be very unlucky to get a squad away from the focal points like CG's, Shinrarta, new finds etc. I've certainly never been interdicted by a squad away from those focal points since premium beta. So if you make the choice to go there then you take the risk and setup appropriately, but then I'm guessing you probably wouldn't go there with a mining or pirate (npc I assume) setup?
If so you'll only ever be dealing with a single attacker and as per Rinzler's video they are fairly easy to avoid. and actually, in my experience, very rare.

Yeah, ill be looking at reactives plus thermal resist for sure.

The CM4, well, if its a mining CG, then i'd be there in the CM4, but anyway, most likely be in PG or solo.

What i'm more interested though is testing the possibility, so ill be asking some PvP friends to test out the theory, and if successful, i'll ask a top tier PvPer to try it with me.
 
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I don't normally equip MRPs on lightly armored ships, because the hull will likely give way before any modules will. Assuming you have upgraded bulkheads alone on a Cobra IV, you're only looking at 400 something hull integrity overall. You'd probably be better off using a HRP in place of that, that way a direct hit doesn't immediately splatter you.
 
I challenge you Rinzler. To create the same kind of high quality video, but with grown up narrative. ;)

[video=youtube;QRk9WQ7ySKg]https://www.youtube.com/watch?v=QRk9WQ7ySKg[/video]

Just add subtitles, I like the voice and content. I mean, who wants a sensible DakkaBus VO?
 
Is your sensitive ears became inflamed because he used the F word? My kid is 7 and already know what it is, this community is special in every way possible.

I do not believe that anyone here would be shocked by profanities in a youtube video.

It's obvious that Frontier won't emphasize the use of profanities in general. Plus, i don't think that the goal was, at first, to make it stickied on official forums when Rinzler released it.
 
Awesome. I just learned two things there. CTRL+B to show bandwidth monitor, and the fact that if you keep high waking, they will leave you alone.

Finally, a justifiable reason for getting a Cutter!
 
Awesome. I just learned two things there. CTRL+B to show bandwidth monitor, and the fact that if you keep high waking, they will leave you alone.

Finally, a justifiable reason for getting a Cutter!

Even a trade cutter is virtually unkillable.
 
One thing in the video I'm not so sure about though, is the idea of taking a longer less direct route to the station. I've tried that before, and really it doesn't work.

If your opponent is camping near to the station, it makes no difference. If they are in the system, they're going to see you at some point, because whatever route you take you're still very likely to be visible on their scanners when you swing back toward the destination station. Unless you're really lucky. And it's generally been luck that allowed me to get through any CG blockade in the past.

I had just assumed without trying that high wake would be the same as low wake, in that the pirate/griefer would keep on interdicting over and over. If they really do give up after awhile and ignore you then I will go back to trading in open, which is so much more desirable that doing so in solo or group where there is zero peril.
 

ALGOMATIC

Banned
One thing in the video I'm not so sure about though, is the idea of taking a longer less direct route to the station. I've tried that before, and really it doesn't work.

If your opponent is camping near to the station, it makes no difference. If they are in the system, they're going to see you at some point, because whatever route you take you're still very likely to be visible on their scanners when you swing back toward the destination station. Unless you're really lucky. And it's generally been luck that allowed me to get through any CG blockade in the past.

I had just assumed without trying that high wake would be the same as low wake, in that the pirate/griefer would keep on interdicting over and over. If they really do give up after awhile and ignore you then I will go back to trading in open, which is so much more desirable that doing so in solo or group where there is zero peril.

Depends on the masslock factor, you might be able to low wake as well.
 
One thing in the video I'm not so sure about though, is the idea of taking a longer less direct route to the station. I've tried that before, and really it doesn't work.

If your opponent is camping near to the station, it makes no difference. If they are in the system, they're going to see you at some point, because whatever route you take you're still very likely to be visible on their scanners when you swing back toward the destination station. Unless you're really lucky. And it's generally been luck that allowed me to get through any CG blockade in the past.

I had just assumed without trying that high wake would be the same as low wake, in that the pirate/griefer would keep on interdicting over and over. If they really do give up after awhile and ignore you then I will go back to trading in open, which is so much more desirable that doing so in solo or group where there is zero peril.

They might follow you, but for most it's too much of a hassle, as a matter of course I would drop from s/cruise in the new system and boost away from where you drop & turn on silent running.

That means they would need a wake scanner to follow you, to spot your low wake in the new system and then drop into the same instance to find you when you're at least 7.5km from the drop point, OR just stay in system and find the next target.

My experience has been that the *majority* (but not all) of the silent ship killers at a CG run gimbals or turrets (lol) which with chaff you can usually escape fairly easily - the "better" PvP killers *usually* can't resist a couple of digs at you (or just plain ask for cargo) as they interdict or before/during opening fire and my guess is that these would be more likely to follow up.

Going the Long Way Round means picking a route to coming in fast so they can't get you and then using one of the 4 methods below to get to the station before the tether can be established:-

[video=youtube;gy4zca1yjKw]https://www.youtube.com/watch?v=gy4zca1yjKw&feature=youtu.be[/video]

Again, time is your friend, as are other CMDRs not chosing the Long Way Round, as it's more time expensive to chase you around, rather than wait for some other cmdr to fly across your bows.

There's plenty of killers here - they should be able to tell us what is easiest for them

All based on my limited personal experience, the best advice as ever is to watch your 6, the scanner and never to panic. And have rebuy.
 
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One thing in the video I'm not so sure about though, is the idea of taking a longer less direct route to the station. I've tried that before, and really it doesn't work.

If your opponent is camping near to the station, it makes no difference. If they are in the system, they're going to see you at some point, because whatever route you take you're still very likely to be visible on their scanners when you swing back toward the destination station. Unless you're really lucky. And it's generally been luck that allowed me to get through any CG blockade in the past.

I had just assumed without trying that high wake would be the same as low wake, in that the pirate/griefer would keep on interdicting over and over. If they really do give up after awhile and ignore you then I will go back to trading in open, which is so much more desirable that doing so in solo or group where there is zero peril.

With the long route, what you want to do is watch for hostile players that are trying to get behind you. If they are trying to get behind you, they are most likely going to try and interdict you. Once they start pulling in behind, start changing your course to see if they follow. If they correct their course stay behind they are most certainly going for an interdiction.

At this point you can keep flying evasively and try to get closer to you destination at the same time. Another tactic is to do an emergency drop out of supercruise. It will take time for your pursuer to line up on your low wake and drop in. During this time your fsd should cool down and you can start charging to jump (if I am doing this I am usually going to low wake out again). As soon as they drop in, you start your jump out. Now your pursuer has to wait for their fsd to cool down before they can start chasing you again.

There is definitely a difference between low wake and high wake. If there is a ship with the same or higher mass lock factor as your ship close by a low wake will be delayed. Mass lock does not affect high wake and will not suffer a delay penalty.

You can see mass lock factors on coriolis:

https://coriolis.edcd.io/

it is the MLF column.

So if you are flying a Python with a MLF of 17, you will not get a low wake delay against an FDL with a MLF of 12.

However, a Type 7 with a MLF of 10 would get a delay against an FDL.
 
That means they would need a wake scanner to follow you, to spot your low wake in the new system and then drop into the same instance to find you when you're at least 7.5km from the drop point, OR just stay in system and find the next target.

It is usually pretty trivial to follow someone that high wakes to another system even if you don't have a wake scanner.

Lets say I interdict you and pull you out of supercruise. You do all the right stuff and high wake out. In most cases I will be somewhat behind you and see the direction you were flying when you wake out.

All I have to do now is go to my Nav panel and start selecting systems until the system icon is right where you were pointing. Most people pick one of the first systems (actually most people don't high wake at all, at this point you are already pretty advanced) and I can be there right behind you.

Before the new C&P changes, most of the ships attacking you would not have very good fsd range at all. But now with the possibility of ending up at a prison ship, at least for me, my ship will have decent jump range. An unintended consequence of the C&P is that I can and will chase you to a different system if I am in the mood.
 
Great video! As a newbie to Open, this really helped (being entreprenur in trading, then competent in combat, it's kinda telling that I'm not the most battle-hardened commander out there). The swearing is a non-issue as the few times I've been attacked It's usually surrounded with a big heaping helping of the most foul-mouthed stuff a sailor can dream up.

But if you really wanna survive in that thing, I've also noticed a nice HRP in one of the 6 slots definately helps (at that point it's cutting into the profit, but better safe than sorry) as that extra bit of hull can mean the difference between life and death against a G5 engineered monster.
 
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