Trigger Happy Pirates

Thanks for the advice everyone. I'm getting the idea that I just need more practice with the Type 9 I'm flying. I should be able to fight the interdiction (I may have given up on that idea too quickly) and I should be able to run if I lose (It was a deadly NPC anaconda that beat me when I tried that).

Here's the build I was flying yesterday: https://s.orbis.zone/1d-5

I'm a fairly casual player and get a bit panicked and fumbly with the keyboard when the unexpected happens (yes, KB&M here) and I have to switch to "get serious and focus" mode. So, I get that the best move here is to just avoid the whole "dump cargo" thing. I'll work on my escaping and running skills. I don't really mind dying, I just got annoyed with the seeming inevitability of it based on those 4 experiences. (Also, I'm not sure what I was getting hit with - missiles? - but it wasn't lasers or cannons and the damage was quick, shields down, heat high, module damage. In other ships I sometimes fight back. I wasn't used to the speed things happened yesterday.)

But, I still think the NPCs should be just a touch more patient if they are going to demand cargo at all. The option of a "Yes, yes, I'll dump the cargo please don't shoot!" response would be great.
 
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Deleted member 115407

D
Thanks for the advice everyone. I'm getting the idea that I just need more practice with the Type 9 I'm flying. I should be able to fight the interdiction (I may have given up on that idea too quickly) and I should be able to run if I lose (It was a deadly NPC anaconda that beat me when I tried that).

Here's the build I was flying yesterday: https://s.orbis.zone/1d-5

I'm a fairly casual player and get a bit panicked and fumbly with the keyboard when the unexpected happens (yes, KB&M here) and I have to switch to "get serious and focus" mode. So, I get that the best move here is to just avoid the whole "dump cargo" thing. I'll work on my escaping and running skills. I don't really mind dying, I just got annoyed with the seeming inevitability of it based on those 4 experiences. (Also, I'm not sure what I was getting hit with - missiles? - but it wasn't lasers or cannons and the damage was quick, shields down, heat high, module damage. In other ships I sometimes fight back. I wasn't used to the speed things happened yesterday.)

But, I still think the NPCs should be just a touch more patient if they are going to demand cargo at all. The option of a "Yes, yes, I'll dump the cargo please don't shoot!" response would be great.

A tip - take those boosters back to Cheung and get some G3 resistance augmented mods on them. Your shield resistances will go through the roof. And with shields, resistances generally matter more than raw MJ.

And if you just want to shield tank to survive, you could always slap a couple cell banks in your 3/4 slots, and pop them in conjunction with your heat sink. You've already sacrificed shields for cargo with the 6A shield gen, so those few tons lost to the banks shouldn't hurt your profits too much.
 
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Sounds like you just had an unlucky run. How many Elite ranked missions were you carrying and what security level was the system? I run the same 1-jump route all the time (I leave my T-9 parked there and head out when the conditions are right) and sometimes it's clean sailing, sometimes it's chain interdictions. I do win most interdictions, but sometimes it just goes against me no matter what I do. Here's my lightweight build for comparison:

https://s.orbis.zone/1d-o

Compared to some of the other builds posted, I find dropping down to a size 5 Prismatic means I can run 704t of cargo and use all the smaller ones to boost defenses. My shield strength + resists holds up quite well vs the Anacondas pounding on my backside, and I reckon the hull has about enough strength. Long enough last week to stick around until the system authorities showed up and destroy (aided) my first Anaconda with it.

I do agree with more interaction with NPCs - last time I was out running palladium, I ran into the same issue. I usually stack Elite missions until I've got 40t left and fill that with 'haulage tax goods' for dumping, but often never get the chance (I prefer to dump 20t of non-mission palladium and low wake instead of hi-waking out). I did write most of a long suggestion post after that session, but fell asleep - late night haulage takes its toll.
 
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A tip - take those boosters back to Cheung and get some G3 resistance augmented mods on them. Your shield resistances will go through the roof. And with shields, resistances generally matter more than raw MJ.

And if you just want to shield tank to survive, you could always slap a couple cell banks in your 3/4 slots, and pop them in conjunction with your heat sink. You've already sacrificed shields for cargo with the 6A shield gen, so those few tons lost to the banks shouldn't hurt your profits too much.

If I lose the interdiction, I just want to be able to survive while boosting away and picking the high wake and charging up the FSD. Whatever is the best defense during that I'll try. MRPs? HRPs? SCBs? 7A shield? I'm not hung up on the cargo, and would eventually like to brave taking it into a CG and not losing credits overall (long way from that I bet).

How's this? https://s.orbis.zone/1d-_
 

Deleted member 115407

D
If I lose the interdiction, I just want to be able to survive while boosting away and picking the high wake and charging up the FSD. Whatever is the best defense during that I'll try. MRPs? HRPs? SCBs? 7A shield? I'm not hung up on the cargo, and would eventually like to brave taking it into a CG and not losing credits overall (long way from that I bet).

How's this? https://s.orbis.zone/1d-_

Yeah, that'd definitely do it - with lots of spare cargo room to boot.

Nice use of the guardian modules there.

That thing's a tank. No NPC in the game should be able to kill you in that.

Hell, you just made me want some guardian modules!
 
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Sounds like you just had an unlucky run. How many Elite ranked missions were you carrying and what security level was the system? I run the same 1-jump route all the time (I leave my T-9 parked there and head out when the conditions are right) and sometimes it's clean sailing, sometimes it's chain interdictions. I do win most interdictions, but sometimes it just goes against me no matter what I do. Here's my lightweight build for comparison:

https://s.orbis.zone/1d-o

Compared to some of the other builds posted, I find dropping down to a size 5 Prismatic means I can run 704t of cargo and use all the smaller ones to boost defenses. My shield strength + resists holds up quite well vs the Anacondas pounding on my backside, and I reckon the hull has about enough strength. Long enough last week to stick around until the system authorities showed up and destroy (aided)!my first Anaconda with it.

I do agree with more interaction with NPCs - last time I was out running palladium, I ran into the same issue. I usually stack Elite missions until I've got 40t left and fill that with 'haulage tax goods' for dumping, but often never get the chance (I prefer to dump 20t of non-mission palladium and low wake instead of hi-waking out). I did write most of a long suggestion post after that session, but fell asleep - late night haulage takes its toll.

I like the sound of that build. It had better work - double the insurance! hah.

I was running Polymers yesterday. The first two interdictions were mission related for the return part of the trip. That was between Valtys and Seleru Bao, both medium security. No authorities showed up before death. Did see a "responding" message after one, when I was sitting in the station with my new rebuy. After that I took a break and when I came back ran Valtys to Lumba - also medium. No missions that time, just Polymers to Valtys, whatever mineral to Lumba. I probably should have tried running on those last two but at that point I really wanted to see if I could save myself by giving in to the demands.
 
Yeah, that'd definitely do it - with lots of spare cargo room to boot.

Nice use of the guardian modules there.

I stole the ideas from my Chieftan thargoid build, haha, that hasn't actually gone looking for thargoids yet because I'm a terrible combat pilot and cowardly. But I know it can take some hits because I've used it in CZs. So the module ideas were orginally taken from Cmdr Aterius' AX flight manual.
 
I like the sound of that build. It had better work - double the insurance! hah.

I was running Polymers yesterday. The first two interdictions were mission related for the return part of the trip. That was between Valtys and Seleru Bao, both medium security. No authorities showed up before death. Did see a "responding" message after one, when I was sitting in the station with my new rebuy. After that I took a break and when I came back ran Valtys to Lumba - also medium. No missions that time, just Polymers to Valtys, whatever mineral to Lumba. I probably should have tried running on those last two but at that point I really wanted to see if I could save myself by giving in to the demands.

If you can afford it, and engineer it, I think you'll find it can take a fair beating. If you want to just rely on the near 1000mj of shield, you could swap the Reactive Armour (180mcr) and that would significantly lower the rebuy.
 
If I lose the interdiction, I just want to be able to survive while boosting away and picking the high wake and charging up the FSD. Whatever is the best defense during that I'll try. MRPs? HRPs? SCBs? 7A shield? I'm not hung up on the cargo, and would eventually like to brave taking it into a CG and not losing credits overall (long way from that I bet).

How's this? https://s.orbis.zone/1d-_

Pretty much the only thing I'd change there is the focus of the mods. It's really quite minor but you can increase all your resistances slightly with a few tweaks. What you have to bear in mind is that 2 Thermal Resists might not be better than 1 Thermal Resist + 1 Heavy Duty.

This ship builds on your spec a little. It's slightly more resistant to lasers but significantly more resistant to Kinetic or EXP. Don't be afraid to play around with the shipbuilder, especially when you are working with 6 or 8 Utility Mounts. Overall though I have to agree strongly with vindelanos, your build is entirely sufficient vs NPC encounters, I'm really just trying to point out that Total HP is related strongly to Resistant HP and that's especially important in ships with more than 4 Utility Mounts.
 
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Pretty much the only thing I'd change there is the focus of the mods. It's really quite minor but you can increase all your resistances slightly with a few tweaks. What you have to bear in mind is that 2 Thermal Resists might not be better than 1 Thermal Resist + 1 Heavy Duty.

This ship builds on your spec a little. It's slightly more resistant to lasers but significantly more resistant to Kinetic or EXP. Don't be afraid to play around with the shipbuilder, especially when you are working with 6 or 8 Utility Mounts. Overall though I have to agree strongly with vindelanos, your build is entirely sufficient vs NPC encounters, I'm really just trying to point out that Total HP is related strongly to Resistant HP and that's especially important in ships with more than 4 Utility Mounts.

Thank you very much. That's a great tip.

Thanks to everyone, again. The OP was my first post on these forums and came mostly out of frustration. The advice I've received is top notch! I'm very impressed and grateful.
 
Something definitely changed in NPC pirate routine in 3.3. In the past they would wait 10 seconds before they started shooting, now they still send the same demand for cargo but start shooting within around 3 seconds, definitely faster than I can launch my SLF.
 

Goose4291

Banned
Just realised that while this is accurate it's not one bit helpful. This is what I should have added:

Here is a Type 9 Build with only 3 engineered modules. Grade 1 Armoured on the Power Plant to support the Drag Drives on the Thrusters and, of course, FSD increased range mod. None of these are actually necessary though, they simply represent QOL improvements.

Practice winning the mini game, if you fail you will have to run. Boost and drop a Heat Sink immediately upon entering the instance. This will cause the NPC lock on you to drop and depending on the rules for the encounter (ie random pirate, vs assassin, vs mission pirate etc) may prevent him from firing on you at all until he can scan you. If he does fire at you release chaff. In the meantime keep boosting as often as you can (upgrade the Distributor if the one in my build isn't sufficient) until you can low-wake. As you are in a Type 9 you will rarely be mass-locked. If you are mass-locked then you need to open your nav panel, choose a nearby star and jump there instead.

Hopefully that's some help.

I see your build and rIse you one that requires no engineering and will shrug off NPCs, while giving you sufficient time to escape from players too

https://coriolis.io/outfit/type_9_h...==.Aw18RQ==..EweloBhA2AWEoFMCGBzANokICMF8KERA

If NPC: Submit, boost, low wake
If Player who doesnt mass lock: Submit, boost, low wake
If Plauer who does mass lock: Submit, boost, high wake
 
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Goose4291

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