Ships Trader's best outfit for interdictions

From the trader's point of view where you have maximized your cargo space is it the FSD quality or what which makes the ship to most capable to run out from the interdiction attemps ?
 
for the interdiction-minigameplay:
- there is not really something you can do. your sc-manouverability is fixed by ship-type, not by outfit. some people claim 4 pips to engines make it better during interdictions, which is to doubt.

after submitting an interdiction or loosing the mini-game:
- a shield that buys you time, till fsd-cooldown is over and you can reengage. a 3A on a t6 should be enough.
- chaff, so interdicting pilots can't use their gimbals and turretts.
- a good power-distributor and good thrusters. a good distributor allows you to boost more often, good thrusters make you fast.
... boost, boost, and fly away. if masslocked, highwake to another system.
 
for the interdiction-minigameplay:
after submitting an interdiction or loosing the mini-game:
- a shield that buys you time, till fsd-cooldown is over and you can reengage. a 3A on a t6 should be enough.
- chaff, so interdicting pilots can't use their gimbals and turretts.
- a good power-distributor and good thrusters. a good distributor allows you to boost more often, good thrusters make you fast.
... boost, boost, and fly away. if masslocked, highwake to another system.

I think that was very valuable information.

btw. how that "chaff" thing works and what it does ?
 
I think that was very valuable information.

btw. how that "chaff" thing works and what it does ?

chaff is like "tinsel" in WWII. you fit it to your utility slot (or even better you fit 2), and it fires something silverish that makes gimbals and turretts loosing target lock (10 sec...).

you can bin it to a key if you use keyboard (i recommend that), or put it into a fire group, or both.
 
You can also add a pair of small SCB-s, they will not take too much cargo capacity, but in case when it is useless to try to outrun enemy because he is faster you can use SCB-s from the very begining one after another (you will have 4 charges which will be enough to highwake), with 4 pips to sys and good shield it can give you enough time. Should be also combined with chaff and some maneuvering to avoid as much enemy fire as you can.

Another option in relatively small ships like t6 is to use silent running immediately and try to fly away, hoping that enemy will have problems finding you, which can give you enough time to jump away. In this case heatsink launcher can be usefull.
 
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