Hi and yarr, I started doing this addictive madness called LTD piracy (for short) as a direct thanks to your videos, I have found a good Anarchy and have been "working" it since 3.0 I am not at all good at getting the Power Plant down the best i got was 65% and boom, :sadface: but i went out this morning in my Python with seekers and took out all his weapons bar his MultiCannons for the first time I got a full 128 LTD in to my cargo hold, bringing in my sector 8million 63k per ton, I am taking a break now but I am thinking of outfitting a conda, Thanks for a very informative set of videos and fly dangerous, kudos
Cheers for the update Mr B, it was your previous videos got me interested in PVE piracy. I noticed that power plant bug, saw the bug report but didn't notice it was from you. Did some piracy last night in a 2-wing. Me in a clipper and my friend in a beluga as a support ship (among other things, carrying fuel limpets to help me with my puny tank) . The PP bug threw a spanner in the works, but we ended up emptying out a dangerous T9, me kiting it around launching hatch breakers while he collected all the cargo. The AI seemed to go through various stages - back and forth between fight and flight several times; when we got to the last 30% of his cargo he seemed to resign himself to it and just gave up, but started shooting at us again when we left xD Was pretty good fun and we made 10mil each.
@@eduardofreitas8336 It is possible though you have little cargo space to get the loot. So you're basically taking little to no cargo to be sold. It was my first time so I used a Cobra. Now I use my Alliance Chieftain and it fits much more in it's 6 grade cargo hold
One of the more interesting parts of the megaship loot is the random rares inside. I'm wondering if they count the distance for value based on the megaship or by the normal home location of the rare.
As always a great and informative video - I've got a Clipper rigged out for LTD piracy (as I like the handling on it more than my Python). I'd also noticed the buff to LTD prices but haven't managed to capitalise on it as yet - I have seen them selling for up to $120K in some systems. Also good to know about the "nudge to stop" approach - will give it a go, though I have a bit of a lead foot so I can see accidents in my future!
I usually pirate out of Pathan (Anarchy/Agriculture & 1 Billion population) - but it was just after 3.0 that I spotted the prices, haven't checked them recently (been doing the CG to try out the Chieftain). I've also noticed that Panite prices seem to be surging higher as well (my mining system is a couple of jumps away) - I think the commodity prices are a good prompt for people to try different things.
Thank you and two fingers for your work in getting this info out. I have given this a go and was getting quite frustrated initially. Without a doubt, this topic is one of the more technically challenging aspects of Elite. My first 2 targets were T6's loaded with LTD's and I blew them up in error. I did not realize how fragile they really are. Third T6 I was able to net about 40 ltd's, but the method of bump stopping, while a workaround, is terrible and took me a massively long time with ltd's sprinkled all over creation. I got a T7 with almost 100 ltd's same long bump stopping grind, then found a t9 with over 300 ltd's, but it did not have shield and already had low hull. I blew it up in error...30 mil, in the crapper. I did this on the cheap using a Krait mk2. I look forward to any feedback (future vid) you can provide about the krait for this venture. It does not seem as ideal as a python (lacking that critical extra optional), but its what I have. This game needs a tractor mod and mechanic. It could work as follows: You initially have to match the speed of the ship, apply tractor, then gradually slow down. The bigger the ship, the longer it would take. If you try to slow too fast, you stand a great chance of burning the mod and your ship with heat sinks able to mitigate a bit. o7
Liam Core There are a few updated mechanics in my most recent piracy video. These may help. Bump stopping does take practice. For T6 you’re best just shield tanking. T7 with a big haul it’s 50:50. For a T9 the effort more than pays off as looting is far quicker.
It'd be interesting to see how economy and government effect the cargo of the mega ships if at all. If you could find one that was producing a hold of low temp diamonds that could be the best money farm.
Thank you for another fantastic and informative video. I had wondered what was going on and figured I'd lost my touch. Almost glad it's just bugged and shall have to give these new methods a try. Thanks again CMDR.
Great video, as usual. Pity about the pp bug, but I assume that will get fixed sooner or later. Pity also about the gimmicky mega ship gameplay. I’ll start trying piracy soon, but do you have any further info on how notoriety racks up in relation to the system security level? I.e. does it depend just on the crime or also on where it was committed?? Thanks again!
Was playing thing called real life lately, and had a bit of exploration too, managed to make a ton of volcanism - geology footage, and recently trying to do proper video out of it. Also spent wonderful 10 days on Greek island... Hope to see you around too :)
I'm a new player and from what I've read on Reddit and the forums, the Power Plant bug has been around for months and months. That's an utter disgrace for FDEV. That said, I love the ingenuity of dedicated pirates! 😁
Is it really a bug? From what I know, destroying power plant reduces it output by 50%, so that's why they are still active - just not using all subsystems.
@62cents a power plant is the drive to deliver power to all other system. If it's destroyed or its health is zero, which should mean that their capability is zero, their ship should shut down, indefinitely. I thinik FDEV really need to fix this annoying bug.
I suspect its not a bug but a deliberate quick-fix from FDEV to stop what they see as exploiting while they quickly fix the issue by making the ships more intelligent - targeting their own cargo to stop you picking it up - jettisoning their cargo so your limpets will ignore it. Its very sad to kill such good gameplay this way, a shot in their own foot, im feeling myself wanting to try X4 the more I play Elite and that aint good.
yeah and now its february 2019 and its still broken. As someone said already: when the power plant is down it equals complete shutdown. Reducing its capacity by 50%... what?! Thats like when you have a car that can go 200 mph and your motor breaks you can only do 100 mph. Silly. I watched an older pirating vid of wiggyB where he shows how he destroys the powerplant and the ship lies dormant like a sedated Cat and wanted to test this out. Needless to say i was quite confused as the T9 that i interdicted kept firing and flying around when the powerplant was 0. I swear i checked if it had some sort of additional power plant (i thought: well you can get another fueltank so u might be able to have an additional power plant on the larger ships aswell).
Interesting video for me Wiggy thank you . I haven’t tried piracy since the 3.0 release , hopefully the glitches will get fixed for 3.03 .I really don’t mind it being challenging, as long as it is profitable. My pb for ltd stands at only 67 tons...but for the thrill factor it might as well have been 670 tons 😀
I've found a way to bring a ship completely to a halt in the current patch. But it requires 2 people. For some reason even when a ship's drives are out, when they switch targets the ship will stop and turn (but not accelerate). So what we do is once we disable the drives we try to get the ship to switch targets between us and it always causes the ship to stop. (Sometimes causes it to spin in place. We've been able to loot them really quickly that way.) I'll test it with a fighter bay later to see if it's possible to pull this off solo.
Interesting and thanks for the tip. Player wings do seem to introduce some weird and unexpected results. Shooting the drives to 1% is a good tactic also. Slows the ship almost to a halt and then allows you to either loot it or disable everything else with ease. Knocking out the power plant may be bugged but commanders are innovating new and much better ways of pirating. o7
Hey WiggyB, I was curious if you have tried out the new Flechette Launcher, and if it's good for piracy? On paper it seems like it would be great for it, but not sure how relevant it is anymore, plus is it really that difficult to disable a traders shields?
I've seen a few people using the Flechette launcher. Not sure how useful it will be for piracy yet as the grind is putting me off. As for shields, disabling ships is all about speed to loot. Piracy becomes more relevant for making cash the faster you can get diamonds out of the target and in into your ship. If cash isn't your motivation then you can have lots of fun chasing ships around and picking up scattered diamonds. However, If you want to make good money then you have to make the process as efficient as possible. This is really what I'm trying to do with my testing. o7
Hmm... what would happen if you used drag munitions? I haven't tried it but from what I've read that should slow them down unless they're in the middle of boosting. You just need it on one weapon, the debuff lasts 5 seconds, and then you knock out the drive and you get to spend less time bumping them around. On targets like T6s/T7s it should cut their speed by more than half compared to the full pips to engines the NPC probably has when it's trying to outturn you. It probably doesn't work if the drive is already dead though.
I tried this but I could not get the ship to stop without too much hull damage. So what I did was line up so I could fly ahead. Wait til it's drifting close and hatch break with collectors out. as the ship drifts past it drops it's cargo close by. Then as I'm facing where it's drifting I don't lose sight even if it goes off radar. But since then I've found simply sitting still and shield ranking the best as then the NPC just sits still.
My preferred tactic these days is to shoot out the FSD and all the weapons. If I do too much damage I shield tank and empty a few tonnes while I fix the target with repair limpets. Once it's back to a reasonable level of hull I take out the rest of its weapons and wait until it stops. The looting is sooo much faster when the ship is stationary and directly in front of you.
Been pirating in a python for most of my ED career but still fresh to engineering and just picked up an Anaconda myself with fully intentions for piracy. Do you mind going into detail about your Anacondas modifications in regard to piracy? For example, are efficient pulse lasers still the way to go, or should I go with armor piercing on them? And what modifications are recommended for the missle racks? Much obliged.
Sadly it's not worth doing either at the moment. The mining price changes have totally nerfed piracy for some reason. The ships that used to carry LTDs now carry a handful of slaves and low value goods. It's no longer lucrative to farm them. Here's my Conda build if you're still interested. o7 s.orbis.zone/5tdw
I still have a system that spawns them, as far as I know it's the only known one but very few know about it. The black market I go to also buys them for about 800k a ton. This is the only system I've found since the glitch to work. For obvious reasons I'm keeping it on the down low because I like the lack of competition. So much regards to the build.
Very good video, thank you! ***Question*** Can is use pack hounds instead of seeker missile to disable modules or its to devastating in your opinion? Regards
I've used packhounds, they're on my ship at the moment. First impressions is that they are a bit more indiscriminate and prone to killing the target than seekers. However, the jury is still out as I haven't had enough practice with them yet. Give them a go - you might prefer them.
Noob question here.. but when doing shield tank piracy how often are you launching the hatch breaker limpets? Is it everyone time the last one has expired? Btw love your videos man :) keep it up
Good question. I usually send a new collector once the target has dropped 4 or 5 tonnes from the previous hack. However, if you're a long way from the target your collectors may struggle to keep up. Too much cargo floating about and items may start to expire. If you reverse towards the loot this is less of a problem as your limpets will always pick up the closest and oldest items. Sorry if that's a bit of a non-answer!
Depending on hatch breaker and number of collectors, you should find perfect timing. On a corvette I use 7A breaker with 2 seconds hack time, and fire limpets as soon as it reaches cargo hatch, even before if target is above 1km away. That way one can extract alot on one spot, close and colect fast, then repeat whereever npc settles again. Fast and effective.
Two Fingers thanks man appreciate the advice. Love your videos too! Would you know how well the clipper would hold up shield tanking type 6/7's and what shield generator would you use ?
Bi-waves - thermal resistant modded are your best bet, forget about manifest scanner, and mount resistance augmented boosters in all slots. Class 6 shields if you want more cargo space, 7 if you want to feel bit safer. Try to avoid ramming with this setup. Also hull tanking might help until shields recharge (around 50-60 sec. for class 6). Theory behind this: shields need to have good resistances, and recharge rate, first to reduce damage taken, second to be able to take damage for a long time. Hope this helps :) And take out some guns before you start tanking, thats probably better advice... Also consider Python, better shields all around. And if you rely want to tank anything with brain off, pick cutter :)
80k / ton......woot. Was dismayed at the beginning of vid when, after finally getting black market booty sales to contribute to Anarchy systems influence(win for pirate/anarchy player factions) the power plant disabling has no effect on victims ability to fly (lose). However the drive disable and hauling said ships to a stand still looks like fun (win) and bumped up diamond profits (win). Perhaps Drag munition seekers or force shell cannon to arrest target velocity. Thanks for doin it for pirate factions Mr Wiggy.
Has the new C&P system affected the pirating life??? Just wondered due to getting bounties for little indiscretions, and the agro that has caused me. 20mil a run for the diamonds is very tempting though. Superb vid, as always o7 Commander!!!
Hey i was trying to do this run but legit NO ships with mining lasers are spawning in. I spent almost 3 hours in an anarchy agri sector and saw, no shit 2 ships with diamonds. i managed to take down one of them and made a cool 5 mil but CAN NOT FIND ANY MORE SHIPS! any one got any advice on finding more ships to raid?
The good systems change daily so you need to move around. To find miners you need need to have at least one ringed planet. Avoid systems with lots of conflict zones, or outbreaks etc. If there are lots of power play or Fed / Imperial ships move on too. Finding worthwhile systems is very much part of the piracy learning process.
When I use seekers as you suggest they do no damage to modules. I notice they are listed as having a zero chance of breach damage. Has that recently changed or am I doing something wrong?
They do lots of damage to external modules - like drives and weapons. It's splash damage, so can harm multiple modules that are mounted in close proximity. However, if you target weapons on the front and then fire from behind you won't hit what you aim at. The reverse is true for drives obviously. Ships like T9s have weapons on the top and bottom. If you fire from the wrong side you'll just hit the hull. Positioning your ship when you fire is therefore very important. The missiles take an arcing path if you're not pointed straight at the target. This can be used to your advantage with a bit of practice. I hope that helps.
forums.frontier.co.uk/showthread.php/437505-3-1-Known-Issues-List-(06-07-2018) The original player report (follow the link in the list) is from January 18.
Yeah my mistake. In the bug threads people argue that it's as it's intended to be based off losing more power if power priority is set wrong so it now emphasizes that but what I had read that made me think it was on purpose is before 3.0 when a power plant was shot out it would say off in the sub menu but after 3.0 it just says 0% and a battery can sometimes be dead but keep something turned on till the the rest of the power running through depletes. So yeah idk that was where my thoughts were and figured it was official cuz With crime and punishment issues they were somewhat vocal about knowing it was an issue and made t clear that it would change. The power plant stuff seems to be ignored to the point where they don't seem to care or they like it how it is and scared to admit that. It's something they could have fixed a while ago and since then us humans have gotten better ships and better modules and can kill harder npcs and I think they have reached the point whew they can't just have the npcs cheat against us to make it a fair fight. Now they have to blatantly make it a handicap match in a way. My opinion though cuz it would be nice takin out a ship faster with the power plant but I can already do it pretty damn fast
Even if they fix it, I'll still probably use the other methods anyway. Reboot and repair made the power plant method risky. You'd occasionally blow up the target and loose the loot. Taking out the FSD and weapons is much easier once you've mastered it as the ship just gives up, stops dead and becomes passive. Looting is very fast (relatively!) as a result.
I cant take out the power plant on any ship so far, all I can do is shoot them a few times to stop them jumping, put my shield on 4 pips and just sit their stealing his cargo while he sits next to me shooting at me with very little effect on my shields, if I go for the power plant it just destroys his hull as much as the power plant.
The power plant mechanic has been changed recently and doesn't bring the ship to a halt anymore. Now you either have to shield tank (see my vid on that) or take out their drives and bring them to a halt. I'm in the process of making a new video on the subject.
@@WiggyB I done some extensive testing and the ships are now targeting the cargo, they are ignoring me and just going for the cargo so I can only collect a fraction of what they drop even with 8 limpets, last count I only got 30 out of 110 items and its impossible to keep them still long enough to even touch their drive or power plant etc, also to make it worse the enemy is jettisoning their cargo, that means the limpets will ignore it unless you target it.
Heavy piracy changes the ships that spawn. As a result most pirates guard their best systems with their lives! Look for a high population agricultural system. Anarchy if you don't want police or bounties. It must also have a ringed planet or asteroid belt.
I usually find that a 1D (lightest) can pull cargo faster than my limpets can move it. Feel free to try a better one - I'd be interested in hearing the results.
A 1B gives you 2 active limpets (thought I'd learned that from this video, maybe it was Two Fingers') - but like you say it won't be a benefit if your collectors can't keep up. Probably not many solo ships could take advantage of it, but good for a wing.
In my case, as big as one can fit in :) fell free to mod it light. Its better to make diamond pile in short time, then move close, and limpet scoop it up in no time, while making new one wherever npc settles next. This makes miracles for me, using 7A on corvette :)
It's hatch breakers I'd change. The major delay is in getting the cargo out, not in picking it up. If you could have several active breakers then everything would be far faster for all piracy methods. As is is, you can only have one going at a time.
I mean't about the fact that drifting targets makes them useless. And the fact you can't be moving without them blowing your loot off. it makes no sense that a self-propelled 1 ton piece of hardware can't be refuel or get the job done like, at all.
Hi and yarr, I started doing this addictive madness called LTD piracy (for short) as a direct thanks to your videos, I have found a good Anarchy and have been "working" it since 3.0 I am not at all good at getting the Power Plant down the best i got was 65% and boom, :sadface: but i went out this morning in my Python with seekers and took out all his weapons bar his MultiCannons for the first time I got a full 128 LTD in to my cargo hold, bringing in my sector 8million 63k per ton, I am taking a break now but I am thinking of outfitting a conda, Thanks for a very informative set of videos and fly dangerous, kudos
This is exactly what I needed, thank you so much sir for taking your time doing this, subbed!
Cheers for the update Mr B, it was your previous videos got me interested in PVE piracy. I noticed that power plant bug, saw the bug report but didn't notice it was from you.
Did some piracy last night in a 2-wing. Me in a clipper and my friend in a beluga as a support ship (among other things, carrying fuel limpets to help me with my puny tank) . The PP bug threw a spanner in the works, but we ended up emptying out a dangerous T9, me kiting it around launching hatch breakers while he collected all the cargo. The AI seemed to go through various stages - back and forth between fight and flight several times; when we got to the last 30% of his cargo he seemed to resign himself to it and just gave up, but started shooting at us again when we left xD Was pretty good fun and we made 10mil each.
Being new to the game it was an interesting insight into piracy.
Just stole my first Type 7- Transporter while using a Cobra. Not much cargo space but it was worth almost 3 million. Thanks for the help, mate
wow really? Why do people say you cant make money pirating then?
@@eduardofreitas8336 It is possible though you have little cargo space to get the loot. So you're basically taking little to no cargo to be sold. It was my first time so I used a Cobra. Now I use my Alliance Chieftain and it fits much more in it's 6 grade cargo hold
One of the more interesting parts of the megaship loot is the random rares inside. I'm wondering if they count the distance for value based on the megaship or by the normal home location of the rare.
Thanks for another great video! Even though you have relatively low subs I find your content the most informative, keep it up! o7
As always a great and informative video - I've got a Clipper rigged out for LTD piracy (as I like the handling on it more than my Python). I'd also noticed the buff to LTD prices but haven't managed to capitalise on it as yet - I have seen them selling for up to $120K in some systems.
Also good to know about the "nudge to stop" approach - will give it a go, though I have a bit of a lead foot so I can see accidents in my future!
I've nudged a few into oblivion myself. 120k - I'll need to shop around it seems. o7
I usually pirate out of Pathan (Anarchy/Agriculture & 1 Billion population) - but it was just after 3.0 that I spotted the prices, haven't checked them recently (been doing the CG to try out the Chieftain). I've also noticed that Panite prices seem to be surging higher as well (my mining system is a couple of jumps away) - I think the commodity prices are a good prompt for people to try different things.
Thank you and two fingers for your work in getting this info out. I have given this a go and was getting quite frustrated initially. Without a doubt, this topic is one of the more technically challenging aspects of Elite. My first 2 targets were T6's loaded with LTD's and I blew them up in error. I did not realize how fragile they really are.
Third T6 I was able to net about 40 ltd's, but the method of bump stopping, while a workaround, is terrible and took me a massively long time with ltd's sprinkled all over creation. I got a T7 with almost 100 ltd's same long bump stopping grind, then found a t9 with over 300 ltd's, but it did not have shield and already had low hull. I blew it up in error...30 mil, in the crapper.
I did this on the cheap using a Krait mk2. I look forward to any feedback (future vid) you can provide about the krait for this venture. It does not seem as ideal as a python (lacking that critical extra optional), but its what I have.
This game needs a tractor mod and mechanic. It could work as follows: You initially have to match the speed of the ship, apply tractor, then gradually slow down. The bigger the ship, the longer it would take. If you try to slow too fast, you stand a great chance of burning the mod and your ship with heat sinks able to mitigate a bit.
o7
Liam Core There are a few updated mechanics in my most recent piracy video. These may help. Bump stopping does take practice. For T6 you’re best just shield tanking. T7 with a big haul it’s 50:50. For a T9 the effort more than pays off as looting is far quicker.
It'd be interesting to see how economy and government effect the cargo of the mega ships if at all. If you could find one that was producing a hold of low temp diamonds that could be the best money farm.
Thank you for another fantastic and informative video. I had wondered what was going on and figured I'd lost my touch. Almost glad it's just bugged and shall have to give these new methods a try. Thanks again CMDR.
Great video, as usual. Pity about the pp bug, but I assume that will get fixed sooner or later. Pity also about the gimmicky mega ship gameplay.
I’ll start trying piracy soon, but do you have any further info on how notoriety racks up in relation to the system security level? I.e. does it depend just on the crime or also on where it was committed?? Thanks again!
Hey buddy, nice recap, and to be honest latest bugs are not that bad. Makes an old pirate find new ways, at least for a while.
Not seen you around recently. Still exploring or playing new games?
Was playing thing called real life lately, and had a bit of exploration too, managed to make a ton of volcanism - geology footage, and recently trying to do proper video out of it. Also spent wonderful 10 days on Greek island... Hope to see you around too :)
I'm a new player and from what I've read on Reddit and the forums, the Power Plant bug has been around for months and months. That's an utter disgrace for FDEV. That said, I love the ingenuity of dedicated pirates! 😁
Άλκης Δ. The pp bug is a pain but I actually like some of these new methods. It makes pirating a real challenge as so many things can go wrong!
Is it really a bug? From what I know, destroying power plant reduces it output by 50%, so that's why they are still active - just not using all subsystems.
@62cents a power plant is the drive to deliver power to all other system. If it's destroyed or its health is zero, which should mean that their capability is zero, their ship should shut down, indefinitely. I thinik FDEV really need to fix this annoying bug.
I suspect its not a bug but a deliberate quick-fix from FDEV to stop what they see as exploiting while they quickly fix the issue by making the ships more intelligent - targeting their own cargo to stop you picking it up - jettisoning their cargo so your limpets will ignore it. Its very sad to kill such good gameplay this way, a shot in their own foot, im feeling myself wanting to try X4 the more I play Elite and that aint good.
yeah and now its february 2019 and its still broken. As someone said already: when the power plant is down it equals complete shutdown. Reducing its capacity by 50%... what?! Thats like when you have a car that can go 200 mph and your motor breaks you can only do 100 mph. Silly.
I watched an older pirating vid of wiggyB where he shows how he destroys the powerplant and the ship lies dormant like a sedated Cat and wanted to test this out. Needless to say i was quite confused as the T9 that i interdicted kept firing and flying around when the powerplant was 0. I swear i checked if it had some sort of additional power plant (i thought: well you can get another fueltank so u might be able to have an additional power plant on the larger ships aswell).
Interesting video for me Wiggy thank you . I haven’t tried piracy since the 3.0 release , hopefully the glitches will get fixed for 3.03 .I really don’t mind it being challenging, as long as it is profitable. My pb for ltd stands at only 67 tons...but for the thrill factor it might as well have been 670 tons 😀
Thanks for another great video
LTD now pay upwards of 700k in certain places I just turned in 50 I had sitting in my hold from a long time ago and it paid 35 mil.
I've found a way to bring a ship completely to a halt in the current patch. But it requires 2 people. For some reason even when a ship's drives are out, when they switch targets the ship will stop and turn (but not accelerate). So what we do is once we disable the drives we try to get the ship to switch targets between us and it always causes the ship to stop. (Sometimes causes it to spin in place. We've been able to loot them really quickly that way.) I'll test it with a fighter bay later to see if it's possible to pull this off solo.
Interesting and thanks for the tip. Player wings do seem to introduce some weird and unexpected results. Shooting the drives to 1% is a good tactic also. Slows the ship almost to a halt and then allows you to either loot it or disable everything else with ease. Knocking out the power plant may be bugged but commanders are innovating new and much better ways of pirating. o7
How did you get a 7C Bi-weave? I only have a size 6C available on my Anaconda? Sorry, probably a noob question.
You can use eddb.io to find a station that has one near you.
why the fuck are noobs able to have Anacondas? clearly there is something wrong with mission payouts or a place that could be easily exploited.
@@fluffypinkpandas www.spansh.co.uk/riches/ hundreds of millions in about a dozen extremely boring hours.
Hey WiggyB,
I was curious if you have tried out the new Flechette Launcher, and if it's good for piracy? On paper it seems like it would be great for it, but not sure how relevant it is anymore, plus is it really that difficult to disable a traders shields?
I've seen a few people using the Flechette launcher. Not sure how useful it will be for piracy yet as the grind is putting me off. As for shields, disabling ships is all about speed to loot. Piracy becomes more relevant for making cash the faster you can get diamonds out of the target and in into your ship. If cash isn't your motivation then you can have lots of fun chasing ships around and picking up scattered diamonds. However, If you want to make good money then you have to make the process as efficient as possible. This is really what I'm trying to do with my testing. o7
Hmm... what would happen if you used drag munitions? I haven't tried it but from what I've read that should slow them down unless they're in the middle of boosting. You just need it on one weapon, the debuff lasts 5 seconds, and then you knock out the drive and you get to spend less time bumping them around. On targets like T6s/T7s it should cut their speed by more than half compared to the full pips to engines the NPC probably has when it's trying to outturn you. It probably doesn't work if the drive is already dead though.
Cheers, dude. Great video. Shame about that powerplant bug. Let us know when it's fixed & I may become a nefarious pirate like you. :-D
I tried this but I could not get the ship to stop without too much hull damage. So what I did was line up so I could fly ahead. Wait til it's drifting close and hatch break with collectors out. as the ship drifts past it drops it's cargo close by. Then as I'm facing where it's drifting I don't lose sight even if it goes off radar. But since then I've found simply sitting still and shield ranking the best as then the NPC just sits still.
My preferred tactic these days is to shoot out the FSD and all the weapons. If I do too much damage I shield tank and empty a few tonnes while I fix the target with repair limpets. Once it's back to a reasonable level of hull I take out the rest of its weapons and wait until it stops. The looting is sooo much faster when the ship is stationary and directly in front of you.
Been pirating in a python for most of my ED career but still fresh to engineering and just picked up an Anaconda myself with fully intentions for piracy. Do you mind going into detail about your Anacondas modifications in regard to piracy? For example, are efficient pulse lasers still the way to go, or should I go with armor piercing on them? And what modifications are recommended for the missle racks? Much obliged.
Sadly it's not worth doing either at the moment. The mining price changes have totally nerfed piracy for some reason. The ships that used to carry LTDs now carry a handful of slaves and low value goods. It's no longer lucrative to farm them. Here's my Conda build if you're still interested. o7 s.orbis.zone/5tdw
I still have a system that spawns them, as far as I know it's the only known one but very few know about it. The black market I go to also buys them for about 800k a ton. This is the only system I've found since the glitch to work. For obvious reasons I'm keeping it on the down low because I like the lack of competition. So much regards to the build.
Loved it!!
Very good video, thank you!
***Question*** Can is use pack hounds instead of seeker missile to disable modules or its to devastating in your opinion?
Regards
I've used packhounds, they're on my ship at the moment. First impressions is that they are a bit more indiscriminate and prone to killing the target than seekers. However, the jury is still out as I haven't had enough practice with them yet. Give them a go - you might prefer them.
Noob question here.. but when doing shield tank piracy how often are you launching the hatch breaker limpets? Is it everyone time the last one has expired? Btw love your videos man :) keep it up
Good question. I usually send a new collector once the target has dropped 4 or 5 tonnes from the previous hack. However, if you're a long way from the target your collectors may struggle to keep up. Too much cargo floating about and items may start to expire. If you reverse towards the loot this is less of a problem as your limpets will always pick up the closest and oldest items. Sorry if that's a bit of a non-answer!
WiggyB no this helps thanks for the reply! I'll try it out once I get my clipper. Have a good en matey :)
Depending on hatch breaker and number of collectors, you should find perfect timing. On a corvette I use 7A breaker with 2 seconds hack time, and fire limpets as soon as it reaches cargo hatch, even before if target is above 1km away. That way one can extract alot on one spot, close and colect fast, then repeat whereever npc settles again. Fast and effective.
Two Fingers thanks man appreciate the advice. Love your videos too! Would you know how well the clipper would hold up shield tanking type 6/7's and what shield generator would you use ?
Bi-waves - thermal resistant modded are your best bet, forget about manifest scanner, and mount resistance augmented boosters in all slots. Class 6 shields if you want more cargo space, 7 if you want to feel bit safer. Try to avoid ramming with this setup. Also hull tanking might help until shields recharge (around 50-60 sec. for class 6). Theory behind this: shields need to have good resistances, and recharge rate, first to reduce damage taken, second to be able to take damage for a long time. Hope this helps :) And take out some guns before you start tanking, thats probably better advice... Also consider Python, better shields all around. And if you rely want to tank anything with brain off, pick cutter :)
so have they still not fixed this? i shoot out power plants in the CZ today and they still continue to fight for a long time :/
80k / ton......woot. Was dismayed at the beginning of vid when, after finally getting black market booty sales to contribute to Anarchy systems influence(win for pirate/anarchy player factions) the power plant disabling has no effect on victims ability to fly (lose). However the drive disable and hauling said ships to a stand still looks like fun (win) and bumped up diamond profits (win). Perhaps Drag munition seekers or force shell cannon to arrest target velocity. Thanks for doin it for pirate factions Mr Wiggy.
Just tested the force cannon idea. Works really well. One or two smalls is all you need. The large one I rolled sent the target ship off at 300m/s!
Ace
Thanks for testing it. I'm gonna get me one engineered up. o7
That sounds like a great idea. I tried disabling drives when I first started pirating a year ago. It was normally a nightmare to get them to stop.
Has the new C&P system affected the pirating life??? Just wondered due to getting bounties for little indiscretions, and the agro that has caused me. 20mil a run for the diamonds is very tempting though. Superb vid, as always o7 Commander!!!
Hey i was trying to do this run but legit NO ships with mining lasers are spawning in. I spent almost 3 hours in an anarchy agri sector and saw, no shit 2 ships with diamonds. i managed to take down one of them and made a cool 5 mil but CAN NOT FIND ANY MORE SHIPS! any one got any advice on finding more ships to raid?
The good systems change daily so you need to move around. To find miners you need need to have at least one ringed planet. Avoid systems with lots of conflict zones, or outbreaks etc. If there are lots of power play or Fed / Imperial ships move on too. Finding worthwhile systems is very much part of the piracy learning process.
When I use seekers as you suggest they do no damage to modules. I notice they are listed as having a zero chance of breach damage. Has that recently changed or am I doing something wrong?
They do lots of damage to external modules - like drives and weapons. It's splash damage, so can harm multiple modules that are mounted in close proximity. However, if you target weapons on the front and then fire from behind you won't hit what you aim at. The reverse is true for drives obviously. Ships like T9s have weapons on the top and bottom. If you fire from the wrong side you'll just hit the hull. Positioning your ship when you fire is therefore very important. The missiles take an arcing path if you're not pointed straight at the target. This can be used to your advantage with a bit of practice. I hope that helps.
i believe they came out and said the power plant thing is intended gameplay and that they wont be changing it
It's still on the known bugs list... For over 6 months!
Source? That is hard to believe. The wait about it is totally unacceptable however.
forums.frontier.co.uk/showthread.php/437505-3-1-Known-Issues-List-(06-07-2018) The original player report (follow the link in the list) is from January 18.
Yeah my mistake. In the bug threads people argue that it's as it's intended to be based off losing more power if power priority is set wrong so it now emphasizes that but what I had read that made me think it was on purpose is before 3.0 when a power plant was shot out it would say off in the sub menu but after 3.0 it just says 0% and a battery can sometimes be dead but keep something turned on till the the rest of the power running through depletes. So yeah idk that was where my thoughts were and figured it was official cuz With crime and punishment issues they were somewhat vocal about knowing it was an issue and made t clear that it would change. The power plant stuff seems to be ignored to the point where they don't seem to care or they like it how it is and scared to admit that. It's something they could have fixed a while ago and since then us humans have gotten better ships and better modules and can kill harder npcs and I think they have reached the point whew they can't just have the npcs cheat against us to make it a fair fight. Now they have to blatantly make it a handicap match in a way. My opinion though cuz it would be nice takin out a ship faster with the power plant but I can already do it pretty damn fast
Even if they fix it, I'll still probably use the other methods anyway. Reboot and repair made the power plant method risky. You'd occasionally blow up the target and loose the loot. Taking out the FSD and weapons is much easier once you've mastered it as the ship just gives up, stops dead and becomes passive. Looting is very fast (relatively!) as a result.
I cant take out the power plant on any ship so far, all I can do is shoot them a few times to stop them jumping, put my shield on 4 pips and just sit their stealing his cargo while he sits next to me shooting at me with very little effect on my shields, if I go for the power plant it just destroys his hull as much as the power plant.
The power plant mechanic has been changed recently and doesn't bring the ship to a halt anymore. Now you either have to shield tank (see my vid on that) or take out their drives and bring them to a halt. I'm in the process of making a new video on the subject.
@@WiggyB Thanks for the info, I wonder why they are killing the gameplay I dont get it, do they hate us? lol
@@WiggyB I done some extensive testing and the ships are now targeting the cargo, they are ignoring me and just going for the cargo so I can only collect a fraction of what they drop even with 8 limpets, last count I only got 30 out of 110 items and its impossible to keep them still long enough to even touch their drive or power plant etc, also to make it worse the enemy is jettisoning their cargo, that means the limpets will ignore it unless you target it.
get 5b
use a clipper
you can have 12 collectors and 256 cargo in a clipper
Do you know any good systems for NPC piracy with good spawns
Heavy piracy changes the ships that spawn. As a result most pirates guard their best systems with their lives! Look for a high population agricultural system. Anarchy if you don't want police or bounties. It must also have a ringed planet or asteroid belt.
Oh, and small (ie spanning less than 1k ls is also good because you can see all the traffic.
I thought shooting a drives to 0% caused the NPC to reboot and repair, is this not the case anymore?
Since 3.o NPCs does not reboot. Thats kinda bug I like :)
Any work on a low-level piracy build?
I've an Asp explorer video here... ruclips.net/video/CmN5N_0EUEA/видео.html
Can't you just blue them up ? And pick up the floating cargo
No. All you get are materials. Some ships also carry over 400 units of cargo. From memory, I think the instance limit for items is around 100.
Screw the power plant. Just shoot the drives. That's like a pirate rule.
why only use a 1E hatch breaker?
I usually find that a 1D (lightest) can pull cargo faster than my limpets can move it. Feel free to try a better one - I'd be interested in hearing the results.
A 1B gives you 2 active limpets (thought I'd learned that from this video, maybe it was Two Fingers') - but like you say it won't be a benefit if your collectors can't keep up. Probably not many solo ships could take advantage of it, but good for a wing.
In my case, as big as one can fit in :) fell free to mod it light. Its better to make diamond pile in short time, then move close, and limpet scoop it up in no time, while making new one wherever npc settles next. This makes miracles for me, using 7A on corvette :)
and a bit science on hatch breaker / collectors ruclips.net/video/zCNNzZNw-Mo/видео.html
Hats off - that's far quicker! Thanks for the video.
another great vid Wiggy m8 i have to try some pirating killing Thargoids is getting boring lol o7
Ha - I was considering popping out your way since it sounds like you're having fun!
just don't try to kill a medusa and 8 scouts ships it ends badly lol o7
Future here, still not fixed.
This sounds like the audio was recorded on an ipad, big Clive i know its you...
Hardest part of making videos for me. I'm using a good mic too. Just can't seem to get it quite right....
Let's be real.
This video alone is the reason why we need better collector limpets. these things are way to finicky and unpleasant to use.
It's hatch breakers I'd change. The major delay is in getting the cargo out, not in picking it up. If you could have several active breakers then everything would be far faster for all piracy methods. As is is, you can only have one going at a time.
I mean't about the fact that drifting targets makes them useless.
And the fact you can't be moving without them blowing your loot off. it makes no sense that a self-propelled 1 ton piece of hardware can't be refuel or get the job done like, at all.
Yup, all those points are true and mechanic is stupid. Totally agree.