Logbook entry

AFK Type-10 for combat rank and CR (~5M/h) | Build + Guide | First overnight test inconclusive

30 Sep 202243615
╔═══════╗
Coriolis
╚═══════╝

43615 ENGINEERING INC IS NOT LIABLE FOR ANY INSURANCE COSTS OR LOST BOUNTY VOUCHERS RESULTING FROM USAGE OF THIS BUILD, AS WELL AS BRAIN DAMAGE SUSTAINED FROM MATERIAL GATHERING. PROLONGED MOTIONLESS SITTING MAY HAVE ADVERSE HEALTH EFFECTS, PLEASE CONSULT A TRUSTED MEDICAL PROFESSIONAL BEFORE ATTEMPTING TO AFK FOR PERIODS OF OVER 5 HOURS.

How to use:
– Only use in solo, obviously
– Load cargo with any commodity to act as bait
– Drop into a resource extraction site (regular/medium is recommended, high and haz will often overwhelm it)
– Move to the center (location marker)
– Set pips to 4/0/2
– Turret mode: fire at will, report crimes: off (you DON'T want the cops to help)
– Deploy hardpoints
– Optionally disable thrusters to save fuel (if 17 hours isn't quite enough)
– NPC pirates will notice your cargo and start attacking, manually focus fire on the initial presence
– Go to bed OR mute Elite and go play another game

Optional/active procedure: Deploy fighter (Taipan Aegis F or Gelid F) with an NPC to level them up, will die often by chasing targets and getting isolated.
Check back occasionally to redeploy.

Loadout and engineering explained:
Burst lasers because of better DPE than beams.
Long range to remove falloff (very significant for lasers), feel free to only go to G4 if you don't want to grind 90 biotech.
Admittedly, the total EPS is much higher than the recharge rate on 2 pips and it will definitely run out often. Therefore, weapon focused is recommended to have a larger buffer.
Thrusters and sensors are optional, just had them lying around in my case.
The point defences are there to kill hatch breakers, make sure they are positioned on the bottom. Ammo cap is optional, but very cheap.
There is not enough power to replace the flight assists with shield reinforcements (and you'd barely notice them anyway). BTW, Coriolis is lying, you can't change their priorities or disable them.
In fact, the Space Magic™ reactor outputs just enough power to make it work with the correct priorities, almost as if it was meant to be...

Experiment results:
Several initial viability tests with me present and redeploying fighters, few hours each: Seems alright, has accidentally aggroed a system security vessel once. Didn't record hard data.
First overnight test, medium RES, ~9.5 hours: Game crashed at some point (probably because of the growing number of escape pods). Upon restarting, ship had 9% hull, over half of its fuel left and had spent about 4k point defence ammo each. Only 1/8 units of bait cargo remaining. Combat rank (Deadly) increased by ~2%, gained ~31M credits with no fines/bounties. As a rough estimate based on the test runs, it was probably active for about 6 hours.
The CR earning rate appears to be about 5M/h. In one test, some hatch breakers got through and emptied the cargo after 2 hours. Build has been updated to have 64 cargo at the cost of some shields.
Do you like it?
︎9 Shiny!
View logbooks


Latest logbooks