New ship: Panther Clipper

It is for 'balance', allegedly, as actually having something good would be OP.
But, the majority here are pleased, so old grumps like me who like to have fun in a game are just sourpusses...

I'm on 3-4 Elite Discord servers usually at any one time. Nah, don't kid yourself. The disappointment from almost everyone on them was clear when this news dropped. This forum doesn't speak for the rank and file CMDR out there, not even close.
 
I'm on 3-4 Elite Discord servers usually at any one time. Nah, don't kid yourself. The disappointment from almost everyone on them was clear when this news dropped. This forum doesn't speak for the rank and file CMDR out there, not even close.
To pile on to this, I'm in a few Discord servers myself. There are a handful in each that are fine with the cargo stats on this. Between them all, they don't add up to anything close to the number of individuals in the Unlocked chat that were disappointed.
 
Really, check this link https://wiki.alioth.net/index.php/Panther_Clipper
2100t payload. I think we're getting the MK1 prototype, not the MKII
"Payload", not cargo capacity [1]. FE2 handled outfitting very differently to Elite Dangerous. In those terms the Type-9 has a payload of 1114t or the Cutter a payload of 1606t.


In FE2 it came with an unremovable class 8 Hyperdrive, which dropped you to 1400t usable payload capacity.
Then you needed 81t of fuel to make a single max range jump, so that's down to 1319t if you want to trade outside the current system.

On top of that, FE2 isn't the "combat optional" model of Elite Dangerous - if a pirate attacks you, which will happen at least once in almost any system, it's kill-or-be-killed, none of this "oh, I'll just evade the interdiction and low wake if that fails" weak piracy. So if you're really overconfident you might get by on 20t for a single 4MW beam laser (no better than an Asp might be carrying), the same again for some servicable shields but which won't last long if you get hit by anything big, and the same again for basic utility modules like autopilot, atmospheric shielding, cargo bay life support, scanner, etc.

That leaves you about 1250t for cargo in a "safe systems only" fit, or likely under 1000t in a "reliably survives the trip" loadout.



[1] Technically you could use the payload almost entirely as cargo capacity. But you wouldn't want to, because the route to do this was
1) Fail to service your ship until the hyperdrive breaks
2) You now have a 4t In-system Drive and can carry 1996t of cargo provided you're willing to fly fully manually and never leave the system you're in (so your trade profit is about a credit per tonne on a good day)
 
Apparently the "specialised" racks will be more of a feature in other ships ? Why ? We have military racks and we used to have passenger only racks and they weren't all that popular. Ship looks nice and will get one in Oct Nov time . No early access
 
Apparently the "specialised" racks will be more of a feature in other ships ? Why ? We have military racks and we used to have passenger only racks and they weren't all that popular. Ship looks nice and will get one in Oct Nov time . No early access
I think it's a great idea actually. It's a feature I have in my ideas doc for the game, in fact! Between that, supercruise overcharge and the Panther-Clipper being in this quarter, my predictions are on a roll.

The Saud Kruger reserved slots were a less good idea because SK ships weren't all that good in that state. Related and compounding that, passenger transport just isn't very fleshed out.

I've an idea for an Asp competitor in the Constrictor, which would have a mix of military internals and cargo only internals, making it a little OP as a pirate ship without overpowering it as a pure trader or pure combat ship. They're right that they've given themselves a new lever to help make original ships, and I'm looking forward to how they use it.

The Panther itself is slightly odd for introducing the feature though. There should be something interesting that this ship has almost 600t cargo by default, before making build choices. But I haven't thought of a build to make use of that yet – the optional internals and everything else don't suit making it a pirate ship or even really a miner.
 
To pile on to this, I'm in a few Discord servers myself. There are a handful in each that are fine with the cargo stats on this. Between them all, they don't add up to anything close to the number of individuals in the Unlocked chat that were disappointed.
Reddit would seem to disagree with you. The threads over there broadly show the people who are happy with it upvoted by 50 to 100 votes, while the people who are unhappy with it down voted by 20 to 30 votes, depending on the degree to which they were impetuous.
 
The only thing that I'm disappointed about at this point is the weapons load out. I was hoping for something close to the T10. Size one hard points are about a waste of time in a slow turning ship as they will need to be Turret Ed and that means they will be very weak.
 
If we're talking FE2 nostalgia, the cargo capacity was the least interesting thing about the original Panther anyway. By the time you'd got it, you no longer needed any more credits, so bulk cargo hauling wasn't a lot of use (wouldn't get you combat or military rank) and a good proportion of the markets wouldn't sell anywhere near enough to fill it with anything worth hauling in a high-cargo fit anyway.

Being able to fit a large plasma accelerator (or two small ones as turrets, if you didn't want the hassle of trying to turn corners in it), a shield essentially invulnerable to anything smaller than an enemy plasma accelerator, and every other piece of outfitting in the game? The original Panther was a warship you could also do a bit of trading in, not the Type-9 But More So.

(Not that I was expecting to get a warship this time round, of course)
 
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