Newcomer / Intro What's the recommended minimum speed for outrunning pirates?

Obviously there are npc and player pirates with tricked out racecars, so I'm guessing the answer will be a bit complicated.
 
If you can boost over 300 then you should avoid taking lots of damage from NPCs when you submit, boost, boost, etc. - jump

Player PvP pirates - not much hope in outrunning - just hope you can survive long enough by boosting, chaffing, heatsink and jump. I usually die. :eek:

Hopefully @d8veh will come along with some help as I don't do much combat.
 
Obviously there are npc and player pirates with tricked out racecars, so I'm guessing the answer will be a bit complicated.
The NPCs are usually a bit cautious and tend not to use the boost much when chasing, players will be in ships built for speed and destruction the genuine pirates will have cargo space as well and will be prepared to boost as much as you to keep in range.
If you are flying a Cobra III, Imperial Clipper, Orca or Mamba with big A rated G5 Dirty Drag Drive engineered thrusters you might have a slim chance but it isn’t the way to bet.
 
My self-imposed floor is 500 m/s boost, and if a ship is not capable of that I either cull it or don't buy it in the first place. That's more than you need I reckon to escape most NPCs, but I'm not playing around :)

I prefer submit-then-boost on interdictions, though this doesn't kill them, so has it's faults.
 
No idea about outrunning NPCs - 540 m/s boost so far was usually (in the cases when they got away, I overshot and they got out before I was able to turn) enough to catch them when they were running :devilish:.

Outrunning players is tricky. The number above should give you a rough idea what a heavy combat ship (Krait Mk.II) is capable of - an iClipper is faster. With specific PvP builds, though, you won't have to outrun the ship, you'd need to outrun the long range railgun and/or the packhounds. A 750 m/s Sidewinder is a good start, the 850...900 m/s a Viper or iCourier are capable of are better. It should help a bit if you can chaff or go cold and throw off the targeting for the long range weapons.
 
Speed is life, especially when you're pulled out of supercruise. If you can also combine good speed with cool running you'll never be hit. My Orca is my best example of this. When it submits the NPCs never even open fire, I believe they cannot detect it. It boosts 642 with a single cabin and rests at 14% heat. Ignore what Coriolis says about resting heat, it doesn't work (or work as I expect) EDSY is best for checking heat engineering.

Sunburst

With my hotter fast ships, the NPCs will usually open fire at least, if only briefly before I boost away. The Orca is a ghost ship.
 
You can't make an exact rule. It's a case of the more the better; however, I'd say that once your boost speed drops below 300, the bet starts to swing towards the NPC. In all situations, you can improve your chances with heatsinks and silent running. The size of the ship also has a big effect simply because a small ship is harder to hit and see, and a big one is difficult to miss. For PvP, you need a very fast ship or a very strong ship, and you have to use tactics appropriate for your ship.
 
That's the second great and very different Orca build I've seen in the last few days. I am really under imagining my own ExplOrca.

Thanks. I built it for smuggling wanted/criminal passengers and rescue missions mostly, but it's so smooth, fast and cool that it's great for other things too. If I drop the cabin and swap in a class 5 GFSDB and a SRV it jumps around 56 for exploration, and could be more with some mass attetntion.

It's a ghost ship because I can imagine the NPCs thinking 'i can see it, but I cannot detect it!"
 
I personally use a Phantom with 590mps boost speed for pirating and there's another guy that often pirates with me that uses a Clipper with roughly a 605mps boost. Your best bet is to go back to Irula after you've filled your cargo to replace your mining equipment with hull reinforcements and shield boosters.
 
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