' Wrote:Thats because NPCs dont fire at you when your in EK.
CDs do take away momentum in this game.
Yes thats true, NPC's do not fire CD's at you when your engines are off.
If a player char fires a CD at you it resets your engines and turns them back on leaving you travelling forward at 80.
It's a tatic used in PVP in you have a CD launcher, you dont just use CD's to blow up torpedos or disrupt there cruise. You use them to stop somone engine killing, the trick is to turn your engine back off again straight away in a battle where your opponent tries to kill your engine kill ability.
Look at the NPC transports.. then look at yours. Whats missing? Figther wing escorting the brick. Hire one or two escorts, give the mercs some work, you a chance to get away from pirates, and the pirates something th shoot at rather than you. Just decreasing the CD damage wont work, since it will still be kinda easy to blow the train up before it moves away.
Hire escorts is the key to it all if you ask me. Its more RP-ish, the mercs earn money, and its harder for pirates to get what they want.
I re-read through all the posts and come to this conclusion. Things are as they should be, transports should be vulnerable when alone to gunboats or multiple fighters. And it was posted a page or two back by someone, but the idea to get rid of CD's on gunboats......Good grief how could a pirate stop anyone, all the trader would have to do is hit cruise and bye bye. I have seen ppl form convoys with escorts recently, and I think it is great role-play and player interaction. For those who dont like it now, all I can say is situational awareness. Pirates can be avoided fairly easy if you are willing to get off the tradelanes in some areas. Unless you got cargo that is time sensitive, go around areas (off lanes) where pirates hang out, i.e. planets/lane intersections/bases etc. And look at the player list to see who is in the system ahead, if known pirates in there and you dont want to be confronted plan accordingly, take a evasive course to destination 15k off traveled routes, it is not that difficult. I can run my smuggler from Alpha-New York and not be seen by anyone if I really want to for the most part.
Yes, but on that route, the only folks you have to worry about are SA and LSF and other liberty people. Outcasts and friends probably wont pirate you for obvios reasons, and its too much hassle for corsairs.
There is nothing worth living for, unless it is worth dying for. -Elizabeth Elliott
' Wrote:I re-read through all the posts and come to this conclusion. Things are as they should be, transports should be vulnerable when alone to gunboats or multiple fighters. And it was posted a page or two back by someone, but the idea to get rid of CD's on gunboats......Good grief how could a pirate stop anyone, all the trader would have to do is hit cruise and bye bye. I have seen ppl form convoys with escorts recently, and I think it is great role-play and player interaction. For those who dont like it now, all I can say is situational awareness. Pirates can be avoided fairly easy if you are willing to get off the tradelanes in some areas. Unless you got cargo that is time sensitive, go around areas (off lanes) where pirates hang out, i.e. planets/lane intersections/bases etc. And look at the player list to see who is in the system ahead, if known pirates in there and you dont want to be confronted plan accordingly, take a evasive course to destination 15k off traveled routes, it is not that difficult. I can run my smuggler from Alpha-New York and not be seen by anyone if I really want to for the most part.
well, all cargo is time sensitive...profit isn't made by taking cardi to NY, its made by taking cardi to nuremburg...best time to profit ratio.
other than that...
pay atention to the trade lane rings 2 or 3 rings ahead of you.
if one is out, drop out there, and go around.
great way to avoid pirates.
just have to be aware.
if you are inside guns fire, you have just cost yourself lots of time, and probably a repair bill.
Y'all need to remember that transports were rebalanced in 4.84 with something specific in mind regarding CMs... Big cargo ships don't get CMs while smaller ones do.
There's no speculating why this was done; the reason was to give the lighter transports something attractive so not everyone ends up flying the one with the fattest cargo hold.
With CDs being so fast the CM loses its value as a trade-off for a smaller cargo hold. There is room to reduce the speed of Train CDs somewhat so that CMs give these smaller transports the advantage they were meant to have.
"To gain a hundred victories in a hundred battles is not the highest excellence;
to subjugate the enemy's army without doing battle is the highest of excellence."
' Wrote:Righteo...I've noticed a trend lately in the world of trading:
It is now impossible to get away from any kind of pirate.
That's right, impossible. If you manage to get away from the pirates, they've either lagged out or you've gotten yourself an Admin Pass or summat, because I can't, and I'm a damn good Train pilot, pardon my lack of humility. The Train Disruptor makes it impossible for a freighter to escape from anything; it can be a Bloodhound, it'll still keep you out of cruise 'long as it's got a Train Disruptor. And forget living through a gunboat; it's horrid. They can drop my shields faster than Cruise can even charge, with this big Cerberus-whore thing going on! ENOUGH. The pirates need to lose some of the firepower. And before anybody tells me 'lol ur just a por looser' they should damn well know that a pirate that managed to catch me and make me pay (IE not in a g*****m gunboat!) earned his money before the bloody new version.
That's as wrong as it will ever be. Traders are meant to get pirated. No need to reduce anything. CD's are ok, Gunboats are ok too (and the cerberus turret needs a slight energy increase). As Exile said, get 2 escorts if you want to elude capture. In older times, the merchant ships were stripped of all goods... here the pirates are merciful and don't ask all your cash/cargo...:)
However, the point is: All is ok, no need to nerf something just because some guys can't avoid being pirated. Many ppl tried to pirate me, and failed. And I use all kind of tricks:)
Allso, comming back to my previous post and all the people saying "There arn't enough mercs out there".
True, there are few mercs out there. But, why do most (90%) of the people trade? To get the biggest and baddest ship/armor/equipment thingy. And, to be honest, why would an independant player need it if he isnt in a faction? If your in a faction, you assing <enter number here> figthers to escort your trader to earn money for your faction. If you want to buy the biggest and baddest ship as a non-faction player, well, im sure you wouldnt mind losing some money to a pirate? After all, what are you going to use the ship for? "Pwn n00bs"?
Now, before you say " i have an independant trader trading for my faction ". If we're gonna do that, just ask around in your faction if anyone is willing to escort your trader. You pay the guy a sum, or RP why he's escorting you. (If you look at the ID of most factions, it allows taking bounty's/merc work. And escort traders )
No need to turn the "Nerf mode" On here people.. just use your brain and imagination.
Ex.