PvP The Torp Guy

You may have heard of him: Na'qan. He interdicted me in the Kuk system last night, ostensibly due to the 200cr fine on my ship. I enjoyed his roleplay message as he is the adjudicator of imperial justice. I sit there obediently waiting to see what will happen and then he opens up on me with a volley of torpedoes (he's not really looking for a verbal reply from me apparently). Yes torps are slow and I should be able to outrun them in a garbage scow, however Na'qan has perfected his tactics to maximize the effectiveness of this approach and minimize any response from his victims. He uses reverb torps that go straight for my Shield Gen, flying his python right at me on each delivery. He has accomplices, not sure what their role is except maybe to distract the system cops that appear.

I would like to hear Na'qan's side of this encounter if he reads these forums or happened to record a video of our session last night.
 
I'm that Torp Guy. Been shooting down ships with torpedoes since 3301.

I was piloting a Stealth Keelback designated LLV Federal Express, a modified merchant ship "Q-Ship" , specializing in surprise and deception. Primary mission is to seek out and destroy vessels bearing the mark of the Federation and Neutral ships with bounties, no matter how big or small. Being Pledged with the Emperor Arissa Lavigny-Duval, we are required to take part in Crime Sweeps and are rewarded generously for our efforts.

Heavily traffic systems are often patrolled, and at the time of our encounter, Kuk was the assignment.

My rusty wingman was piloting a Python, to distract system authorities when we're engaging criminals from distant jurisdictions. You are wise at engineering your shield generators to withstand direct hits from reverberating cascade torpedoes. All 4 connected but wasn't enough to take them down, they were damage down to 8% integrity before police began swarming both of us.

After our encounter, a Federal Dropship entered the system and after the routine scan, we found a 10,000,000 cr bounty attached to the vessel. Unfortunately it escaped before we were able to collect it.

Until our next encounter, fly safe Cmdr!
 
Last edited:
Your attack was the first time someone in PvP attempted to roleplay with me, so i appreciate that. Had you given me a few more seconds to respond I may have come up with a witty response before the guns started blazing (e.g. burn in hell imperial boot-lickers). What is your team's typical success/kill ratio during these missions?
 
The system has a lot to do with our contact ratio. Majority that complies usually doesn't have any bounties. My best estimate would 1 of 5 are criminals in other jurisdiction. The rest are either clean or are Pledged with the opposing powers. I'm glad you had a pleasant experience. We're always welcoming new pilots to join us in our efforts to upload Imperial Justice in the galaxy. Get more info here : https://inara.cz/wing/85/
 
I was startled to see the "warrant" status appear on my console; first time for that. I presume a product of the KWS. Had I been clean would you have let me move along with no hostilities? Note: all of my ships have the prefix "FNS" so maybe that's enough to trigger your wrath, I dunno.
 
If you were clean, yes, we'd carry on our mission and bid you farewell. Unless your this guy....
[video=youtube_share;y0vRm4i7YgE]https://youtu.be/y0vRm4i7YgE[/video]
 
Very cool seeing that from your perspective. Its bewildering to me how much stuff you have going on to pull that off. Are you able to synth mines/torps on the fly? If not there must be a threshold of Shield Gen integrity that stymies this tactic.
 
Here are some hard numbers to remember regarding Reverberating Cascades: Each Torpedo does 45 Shield Generator Integrity Damage. Your Corvette survived because was probably at 181-184 integrity. Mines can be synthesized but not the torpedoes.

Lavigny's Legion is strict about engaging No-Factions ships, so we go through these great lenghts in ensuring our targets are aware of whats happening. Although some pilots did splinter off and joined known PvP groups to engage anyone and everyone, but these rules makes RP more enjoyable.
 
Cmdr Na'Qan has always been an inspirational PvP-er. How did the Imperials acquire such an asset? What caused this stealth warrior to give them his misguided yet unswerving loyalty?

Speaking for this Federal Vigilante Executioner, the RoE are indeed clear and are as the Space Loach intended:

Wanted = attack
Pledged to any Power except Fed = attack
Neither of the above = do not attack

o7
 
Cmdr Na'Qan has always been an inspirational PvP-er. How did the Imperials acquire such an asset? What caused this stealth warrior to give them his misguided yet unswerving loyalty?

Speaking for this Federal Vigilante Executioner, the RoE are indeed clear and are as the Space Loach intended:

Wanted = attack
Pledged to any Power except Fed = attack
Neither of the above = do not attack

o7
Have the new C&P rules affected your tactics, such as tougher system cops getting in the way of your vigilante justice? It does appear like you guys are always wanted which keeps you in anarchy systems, correct? e.g. Bunda- almost guaranteed to get interdicted flying thru that system on a busy night :-/
 
Have the new C&P rules affected your tactics, such as tougher system cops getting in the way of your vigilante justice? It does appear like you guys are always wanted which keeps you in anarchy systems, correct? e.g. Bunda- almost guaranteed to get interdicted flying thru that system on a busy night :-/

By definition the new C&P is not intended to affect PvP-ers who play by my (/Na'qan's) rules as stated above, as of course attacks upon the Wanted have always been outside C&P and Powerplay Pledger v Pledger violence is also exempt from the new mechanics. The cops are not even called to help Pledgers now.

The two main issues that we are having to contend with are:

(a) Report Crimes functionality remains extremely limited. Basically if we have RC-Off we are liable to become victim to new C&P when merely defending ourselves against unprovoked attack. If we have RC-On, the cops come to help us, which we don't want either.

(b) Powerplay 3.0 C&P interaction has thrown up various bugs. Frontier have put workarounds in place pending proper fixes.
 
By definition the new C&P is not intended to affect PvP-ers who play by my (/Na'qan's) rules as stated above, as of course attacks upon the Wanted have always been outside C&P and Powerplay Pledger v Pledger violence is also exempt from the new mechanics. The cops are not even called to help Pledgers now.

The two main issues that we are having to contend with are:

(a) Report Crimes functionality remains extremely limited. Basically if we have RC-Off we are liable to become victim to new C&P when merely defending ourselves against unprovoked attack. If we have RC-On, the cops come to help us, which we don't want either.

(b) Powerplay 3.0 C&P interaction has thrown up various bugs. Frontier have put workarounds in place pending proper fixes.

Since I was indeed "wanted" as revealed by the KWS, Na'qan was legal to attack me, but the cops were drawn by combat signals in general like they always are and started firing on whomever is already wanted in that specific system e.g. Kuk (which was Na'qan and his crew)

I think that's what happened. So the fact that they were wanted in Kuk is due to the bug if they follow the RoE
 
Since I was indeed "wanted" as revealed by the KWS, Na'qan was legal to attack me, but the cops were drawn by combat signals in general like they always are and started firing on whomever is already wanted in that specific system e.g. Kuk (which was Na'qan and his crew)

I think that's what happened. So the fact that they were wanted in Kuk is due to the bug if they follow the RoE

Yes, this sounds like issues with the new KWS functionality.
 
Thank you for the kind words Truesilver. The main issue since the beginning was always the bounties carried from other jurisdictions. It would be nice when you KWS someone that was wanted in one system, that the local system authorities of your KWS discovery are shared with their "INTERPOL" office. Any Reported Crimes wanted ship from other jurisdiction are ignored. Unless perhaps, government types are different, then there would be lack of cooperation between those minor factions.

It would also be nice to see if a minor faction that is spread across several systems carries this wanted status and share it with controlling faction to further widen their criminal status, again government types will determine if they will cooperate or not.

In the Shield of Justice, we're allowed to defend ourselves if ship we're scanning is clean, but our ship is wanted. It's on the Legionaires discretion to respond to hostile actions accordingly. Often giving those ships a chance to cease firing before we are forced to open fire in self-defense. But it shouldn't go that far, we shouldn't be wanted to hunting wanted Cmdrs, especailly if we are KWS first, The system authorities should pick up what I detected, just like how Report Crimes are reported to them.

Because of this flaw in the game mechanic, over the years, I've just adapted around these System Authories by designing ships that can quickly eliminate my targets before or shortly after the authorities arrive. (It also makes my videos shorter and statistically, viewers attention span is usually 3-4 minutes, so cops resposne time and my engagements are end about same time) Before Reverb Cascades, I was stil flying Torps. Back then they did 250 damage per torp and had Zero arming time, so it was just matter of ramming their shields down then firing all 4 torps, and most ships would simply pop. HRPs were not as popular back then. Then when cascades came, and HRPs came into play, I was forced to simply go power plant sniping.

Hull tanking was also influenced by these police. I could not rely on shields to protect me while Im finishing off my target. I learned that I can last longer simply hull tanking until I destroy my target.

Now with Flechette in the mix, this makes it even more interesting. If cops arrive and I need to run, I know my target's power plant cannot be repaired and the damage will persist while I chain interdict them back in super cruise. This also resets the police response for a 2nd chance at killing them.

I expect most of my targets will be oblivious that their power plant is slowly being ripped apart because their shields remains at 3 solid rings. This false sense of security is what I take advantage of the most.

Vipers often under-estimated, shield less Keelback, starter ships like Cobra Mk III are all used psychologically to further create these false sense of security. By making myself appear weak, they begin to get that tunnel vision of instantly winning. This tunnel vision is what gets most of my targets killed. Tunnel vision makes pilots not check load outs, become aggressive, and set themselvs up for a torpedo hit. I know this because after 3 years of nailing ships with torpedoes, there are still plenty of pilots that falls for it. HRPs , MRPs, AFMUs are slowly catching up now, but I'd like to see what kind of evolution against threates Flechette will have on pilots, or if more people will equip them.

TLDR- My builds heavily influenced by Crime Report On from targets. Forcing me to kill the target faster than the police can respond. If I dont kill before police arrives or shortly after, then I've failed.
 
Last edited:
Na'Qan you are my SOURCE for silent running info, and I am a non-PVP dude who likes armored traders. Yours vids the best. I haven't got any allegiance by as a no-good smuggler for any star I salute you.
 
Back
Top Bottom