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deathforge
The Accursed
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Posted - 2007.12.29 19:21:00 -
[31]
Originally by: Bloodtoes I've been reading threads in this forum and seeing all these pirates who have various codes with regards to kills, ransoming, etc. One guy even said he'd reimburse someone the cost of his ship if the pilot was young and offer them some advice.
I did that once. Actually... wait, no I didn't. I podded the same guy 4 times once though, that's almost the same thing.
And by the way, I rule you.
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Jerk + 122k skillpoints + Determination = Rifter of DoomÖ |

Forum Poster
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Posted - 2007.12.29 19:58:00 -
[32]
Yes, when I go yarring, if I do find anyone still accelarting when I have them webbed and scrambled I warn them they will stop within 5 seconds or else...
It's really nice if the pirate killing you isn't a "OMFG WTF PWNED" type guy.
My only real big lowsec loss killers actually ended up chatting with me afterwards. I convod them and asked for tips to avoid being killed again and they were quite helpful.
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Vultureian
Minmatar Filiolus Of Bellum
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Posted - 2007.12.30 11:22:00 -
[33]
Originally by: Ki An Well, first off, there's no such thing as a strict "pirate code". We think of it more as guide lines. 
Some pirates don't like to target newbs, and will feel a sting of guilt setting in if they pop one. Those are the pirates that are likely to replace your ship for you should they pop you anyway. Some pirates don't go out of their way to target new players, and they might even tell you to run away before they even think of chasing you. Then there are those that basically pop anything they see. Either that or they try to ransom. Ransoming a completely new player is often pretty pointless as they wouldn't have enough money to satisfy a bloodthirsty pirate, so the killmail is often more alluring.
About the gatecamp, some systems are camped most of the time, some are almost never camped. Systems that lie on a traderoute between high sec hubs are most likely to be camped.
What you can do? Well, for one fit for travel. This means warp core stabilizers, inertia stabilizers, some shield extenders for buffer, a cloak and a micro warp drive. Equally important is to plan your route properly. Have a look at the map. If a low sec system you are about to pass through show a high number of destroyed ships in the last hour, avoid it. Taking the longer but safer route is often best.
Finally, you should never have to lose your pod in high sec or low sec. Unless the lag is bad, you should be able to get away from ayone trying to lock you. Simply pick a celestial object in space and start spamming "warp to" before your ship explodes. This will make your pod warp almost instantaneous.
Hope this helps.
OMFG!! stop helpin potential targets u nub, any more posts like this and we will be having words   
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Azirapheal
Amarr The Bastards
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Posted - 2007.12.30 11:50:00 -
[34]
geezer we attacked today ejected from his scorpion, i opened up a conversation and sold it back to him at 40m - meaning he kept his modules and insurance (nothing too juicy on it anyway)
but the point is that people can and do deal - id far rather make a few mill than just add another number to my KB
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Ki An
Gallente Filiolus Of Bellum
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Posted - 2007.12.30 12:53:00 -
[35]
Originally by: Vultureian
OMFG!! stop helpin potential targets u nub, any more posts like this and we will be having words   
Sorry boss. 
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Wind Ictiva
Delta Kappa Gamma
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Posted - 2008.01.01 14:19:00 -
[36]
Originally by: Dr Slice Its awesome when non-outlaws think they're Pirates lulz 
hey careful there man!
some of us have feelings here
Originally by: Admiral Love
Hmm creating a thread like this is perhaps a little like sitting naked with bleeding balls in a pool of piranhas. I Won't do it again - most of you guys are pretty nasty.
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