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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Tips for Pirating Jump traders

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Tips for Pirating Jump traders
Offline Hone
11-28-2012, 07:13 AM, (This post was last modified: 11-28-2012, 07:14 AM by Hone.)
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I need em.


Seeing as jumpers always jump from a base, its impossible to pirate them at the jump point, as they can just dock. Seeing as you cant be sure where they are jumping to, its hard to orgaise a welcome party to meet them, even if you had ships at their probable destination, which is very unlikely. So the only choice I can see is to sneak a ship along with them, but its very hard to do that with one that can pirate them.

Finally, as every jump group has a BS, you need an even more powerful force to pirate them, even if you DO manage to meet them at the destination. One powerful enough to beat a BS, and kill a trans before it gets the 20 or so Ks to the base destination. Therefore I cant see a way for a regular pirate to do it.


So whats the secret?

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Offline JayDee Kasane
11-28-2012, 07:17 AM,
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Secret in JDs being overpowered.

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Offline ulfsarkhuskarl
11-28-2012, 07:24 AM, (This post was last modified: 11-28-2012, 07:40 AM by ulfsarkhuskarl.)
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One does not simply offer tips on how to ruin someones day.

PS: No, I am not back.

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Offline Hone
11-28-2012, 08:35 AM, (This post was last modified: 11-28-2012, 08:35 AM by Hone.)
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Apparently whesker has a secret way requiring 3 bombers which he wont tell anyone, so maybe it CAN be done guys?

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Offline AeternusDoleo
11-28-2012, 08:49 AM,
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Just ram the jump charger repeatedly until they meet your demands. Jump requires your position to be static. Preventing folk from jumping out stalls the entire convoy, usually forcing 3 to 5 people to dock, and log combat characters. Flipside is you have to go point blank with the jumper - which is usually a capital ship.

Nova torpedo shower on the jumper is also funny. You can do it from outside the jump range, and it engages the jumper and usually a few ships that are close by it. Best effect is to wait until the jumper is charging. Some folk have fuel floating in space - shooting that fuel is amusing too and causes the jump to fail. Especially annoying if the base they are jumping from does not sell fuel.

Personally, I still feel that the group jumping of transports has created an exploit and should be prevented.

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Offline Hone
11-28-2012, 08:52 AM,
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(11-28-2012, 08:49 AM)AeternusDoleo Wrote: Just ram the jump charger repeatedly until they meet your demands. Jump requires your position to be static. Preventing folk from jumping out stalls the entire convoy, usually forcing 3 to 5 people to dock, and log combat characters. Flipside is you have to go point blank with the jumper - which is usually a capital ship.

Nova torpedo shower on the jumper is also funny. You can do it from outside the jump range, and it engages the jumper and usually a few ships that are close by it. Best effect is to wait until the jumper is charging. Some folk have fuel floating in space - shooting that fuel is amusing too and causes the jump to fail. Especially annoying if the base they are jumping from does not sell fuel.

Personally, I still feel that the group jumping of transports has created an exploit and should be prevented.


But Aert, that doesnt allow you to pirate them at all does it? just annoy them, and BSs will normally decimate any pirate ship in close.


I would agree that jump trading is bad, but Im trying not to complain, and instead find ways of working with it, rather than act as traders did to cruiser pirating.

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Offline Veygaar
11-28-2012, 09:00 AM, (This post was last modified: 11-28-2012, 09:01 AM by Veygaar.)
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Use 3 bombers, shoot the fuel, dodge the BS shots, and blast the transports like normal.

3 bombers make quick work of trade ships, make sure in your first message that if they MOVE at all they will be destroyed. Better to sit still and pay than lose 1-2 transports.

Veygaar for Admin Moderator 2013!!!
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Offline Hone
11-28-2012, 09:19 AM,
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(11-28-2012, 09:00 AM)Veygaar Wrote: Use 3 bombers, shoot the fuel, dodge the BS shots, and blast the transports like normal.

3 bombers make quick work of trade ships, make sure in your first message that if they MOVE at all they will be destroyed. Better to sit still and pay than lose 1-2 transports.

but how do you stop the transports from just quickdocking on the nearby base they are jumping next to? And the other transports and BS will be botfeeding.

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Offline Jarael
11-28-2012, 09:44 AM, (This post was last modified: 11-28-2012, 09:45 AM by Jarael.)
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Suggestion:

1) Shoot the base they are jumping from to activate the shields so that they cannot dock.

2) Make demand.

3) If demand not met, shoot the jump fuel.

4) Re-issue demand.

5) If demand still not met, repeat steps 1-4 until success or they log off.

Suggested ship: Something maneuvarable, to dodge all those projectiles that are bound to be headed your way.

Notes: Remember to mention that your demand costs less than the amount of time they'll be delayed by.

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Offline Hone
11-28-2012, 10:33 AM,
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(11-28-2012, 09:44 AM)Jarael Wrote: Suggestion:

1) Shoot the base they are jumping from to activate the shields so that they cannot dock.

2) Make demand.

3) If demand not met, shoot the jump fuel.

4) Re-issue demand.

5) If demand still not met, repeat steps 1-4 until success or they log off.

Suggested ship: Something maneuvarable, to dodge all those projectiles that are bound to be headed your way.

Notes: Remember to mention that your demand costs less than the amount of time they'll be delayed by.

Ah see I meant an NPC base, not a POB, as those are what they usually jump from. How can I stop them docking then?

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