Imperial Clipper is the most underrated AX ship in the game.

I finally managed to take out my first interceptors over the weekend, because I finally decided to ignore all the Clipper hate, ignore the metas cooked up by pilots who are better than me, and try the Clipper out for AX combat. I actually first only built it to harvest materials from Cocijo to put Ram Tah magic on my other ships, but when it turned out those ships still sucked, I swapped out the abrasion blaster on the Clipper for an AX missile rack and gave it a try.

The Clipper is better than the Krait Mk II for shieldless builds in some substantial ways. Yes, it has one less large hard point, but it trades that for more speed, more agility, and more base armor. Yes, it has wide hard points. Gimballed AX multicannons work just fine, though, and the azimuth variants are only available gimballed. The smaller power plant slot makes it a tight fit to get the whole armament on a low-emission power plant, but it does cover everything I wanted just barely (I did put thermal spread instead of drag drives on my thrusters to keep heat and power slightly better managed, but it still outruns the KMII). It can also equip the 7A Universal limpet controller, and AX combat is perhaps the only instance where the universal controller is useful as it's the only way to do collection, decon, and repair from one controller, so for harvesting mats to unlock those Azimuth guns, I gave one slot to limpets instead of two. For those who prefer not to collect anything, that's another 5D Hull Reinforcement

And the buyback cost is about half of a fully kitted KMII or Aliance Challenger.

And it's the best-flying large/medium ship in the game.

My Clipper
Note: EDSY doesn't calculate the the power consumption quite right. With FSD, auto dock, and supercruise assist turned off, this only clears its power needs with hardpoints deployed by .14 mW. Even swapping out the heat sink launcher for a second caustic sink puts it over. It does fine with conventional AX weapons; the engineered versions gobble more power.
 
Love the experiment! If you're not collecting Mats, there's room for even more H/MRPs- just remove the 2 cargo racks.
I don't feel the need to be the indestructible AX ship anyway. I might have to give this a go! :)
 
I finally managed to take out my first interceptors over the weekend, because I finally decided to ignore all the Clipper hate, ignore the metas cooked up by pilots who are better than me, and try the Clipper out for AX combat. I actually first only built it to harvest materials from Cocijo to put Ram Tah magic on my other ships, but when it turned out those ships still sucked, I swapped out the abrasion blaster on the Clipper for an AX missile rack and gave it a try.

The Clipper is better than the Krait Mk II for shieldless builds in some substantial ways. Yes, it has one less large hard point, but it trades that for more speed, more agility, and more base armor. Yes, it has wide hard points. Gimballed AX multicannons work just fine, though, and the azimuth variants are only available gimballed. The smaller power plant slot makes it a tight fit to get the whole armament on a low-emission power plant, but it does cover everything I wanted just barely (I did put thermal spread instead of drag drives on my thrusters to keep heat and power slightly better managed, but it still outruns the KMII). It can also equip the 7A Universal limpet controller, and AX combat is perhaps the only instance where the universal controller is useful as it's the only way to do collection, decon, and repair from one controller, so for harvesting mats to unlock those Azimuth guns, I gave one slot to limpets instead of two. For those who prefer not to collect anything, that's another 5D Hull Reinforcement

And the buyback cost is about half of a fully kitted KMII or Aliance Challenger.

And it's the best-flying large/medium ship in the game.

My Clipper
Note: EDSY doesn't calculate the the power consumption quite right. With FSD, auto dock, and supercruise assist turned off, this only clears its power needs with hardpoints deployed by .14 mW. Even swapping out the heat sink launcher for a second caustic sink puts it over. It does fine with conventional AX weapons; the engineered versions gobble more power.
100%, the Clipper is delightful for AX. I run mine a bit differently from yours but I enjoy it just as much!

 
Here's what I'm rockin' at the moment:


Built as a blockade runner, repurposed as an AX ship. Sure, it's paper thin and won't do Dusas/Hydras without backup (had a modshard on it right up to Sol, decided it's just not worth it). But it's a lot of fun to fly, especially being able to make a mistake and just sorting it out with the C7 repair.
 
Here's what I'm rockin' at the moment:


Built as a blockade runner, repurposed as an AX ship. Sure, it's paper thin and won't do Dusas/Hydras without backup (had a modshard on it right up to Sol, decided it's just not worth it). But it's a lot of fun to fly, especially being able to make a mistake and just sorting it out with the C7 repair.
The trick is mod plasma. Carry two of those, and you can exert and kill basically anything in the game.
 

While there is nothing wrong with using a nice fast Clipper, definitely mind that you have no Module reinforcement there! All it takes is a missed Shutdown or a Lightning to stop you and you will be open to a lot of module damage, especially if a Swarm is around and decides it wants to become a few missiles. Mind that Glaives are close enough to unavoidable and often enjoy attacking your FSD.

Whether or not you repair them with AFMU, it is usual to have one large and one or two small Module reinforcements. Personally I ignore the Guardian module reinforcements due to being a waste of power; normal versions are quite fine!

Unless you intend harvesting small amounts of Research samples, it would be as well to use a class 6 cargo rack for limpets and let the smaller modules be your protection.
 
I gotta say I've always had a soft spot for the Clipper, and appreciate seeing it put to good use.
I've built mine as a Titan mat farmer as well, and it got the job done. I don't remember if I ever tried it in AX combat.

Might give it a shot, because after all, why not.
As for the weapon loadout, I'm not sure. It's a bit of a Catch-22: MCs and Missiles don't generate a lot of heat, so a cooling beam may be unnecessary. But if you carry something like 2 Mod-weapons, you probably would want a cooling beam again. 😅

Anyway, I guess I'll just give it a try, for sh*ts and giggles. ^^
 
While there is nothing wrong with using a nice fast Clipper, definitely mind that you have no Module reinforcement there! All it takes is a missed Shutdown or a Lightning to stop you and you will be open to a lot of module damage, especially if a Swarm is around and decides it wants to become a few missiles. Mind that Glaives are close enough to unavoidable and often enjoy attacking your FSD.

Whether or not you repair them with AFMU, it is usual to have one large and one or two small Module reinforcements. Personally I ignore the Guardian module reinforcements due to being a waste of power; normal versions are quite fine!

Unless you intend harvesting small amounts of Research samples, it would be as well to use a class 6 cargo rack for limpets and let the smaller modules be your protection.
I haven't found module reinforcements to make much difference in my other builds, but once I've grabbed enough mats for a few more azimuth cannons, if there are still Thargoids about, I'll maybe try it without the limpets and cargo racks altogether and put in some module reinforcement and another hull reinforcement. I've actually been surprised--I've shot down plenty of Scythes, but I haven't run into any Glaives in combat around Sol yet--just during evac hyperdictions (I think--those might have been Scythes, too, I didn't hang around to see).
 
With the C7 repair limpet and the ability to effortlessly evade thargon missiles, I heartily endorse Guardian Hull Reinforcements, as well. Your effective repair speed is absolutely ridiculous when you combine the two; some 69% faster effective repairs than on a meta krait.
 
When it comes to combat, the Clipper has one big issue, the guns on the nacelles/wings/whatever-you-call-them can't aim close up.
I personally like the Clipper, but I also don't do much combat.
 
When it comes to combat, the Clipper has one big issue, the guns on the nacelles/wings/whatever-you-call-them can't aim close up.
I personally like the Clipper, but I also don't do much combat.

Ehh.. Who would bother with that? You just ram them full aggro no mercy and pepper with frags what's left of them.


My theory is that Imperial ships draw their combat inspirations from ancient Roman times where Courier/Eagle are skirmishers, Clipper is a gladiator and Cutter is a quadriga war chariot
 
Took out the Clipper for a ground CZ just for fun last night after all the important systems were cleared.
Oh boy! 😅

I outfitted it with C3 EAXMCs and Modplasmas. The idea was to exert with plasmas and then do the hearts with the MCs.

The Good: oh my god what speed! With 2 pips to engines, it goes 500 regular and 600 with boost.

The Bad: the convergence is even worse than I remembered, i.e. non-existent. Even the inner hardpoints are so far apart that you hit Mars with one gun and Jupiter with the other. It works as long as you stick to the plan, so you only need to hit the ginormous hull of the murder flower with the Plasmas and work down the heart with the MCs.

The Ugly: I don't know if it is a peculiarity of the Clipper's flight model, or it was just glitching due to immensely high player traffic in the instance, but it happened multiple times that the ship just kinda froze during a 180.

Also, I didn't dare to deliberately ram the goids, because I was fighting at a rather small station whose few pads were constantly hogged by other players. I even had to make sure the base had Large pads at all - it did, but players were camping out there. So with it being unclear when and if I'd ever have the chance to repair, I decided to rather not risk my hull %.

What was nice though was that despite the lack of a TVB, my heat remained pretty low the entire time; Modplasmas fortunately don't generate a lot of heat. Very rarely did I have to pop a sink. Maybe also because my firepower wasn't enough to draw aggro while Slapacondas and Vettes were around.

All in all, I'd say it was a gimmick. The speed is nice but the weird handling in tight turns kinda ruined it. But it works if you set your mind to it.
 
My Clipper has left some explosive parting gifts to the last 6 Titans as well. Still with one nanite launcher and three AX missile launchers. Yes, the meta is now hardened shards, but I don't want to bother collecting the materials for that. My Clipper is just good enough to get in undetected, make the necessary 2 million in one bombing run and leave again, unscathed most of the time.
 
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