Panther Clipper MK II | Highlights

How much capacity do you think the original had when properly outfitted?
From what i've been told the 2100T loadout had aroun 1500 T cargo.
But i dont know - I am one of the guys who's been told of the Mk 1 magesty and legacy by pretty much anyone who farmed Frontier Elite 2.
Slowly the mood of the playerbase is shifting to a shrugged acceptance of what we are going to be given. Elite Dangerous is a different game beast from the follow up DOS and Windows Elite games so I doubt any of us expected this Mk 2 to be the unstoppable force the original was. But i did expect it to haul and haul a fair bit - not just a golden ratio more than a t9 / cutter.
How much will this colonisation grind be reduced? Considering you need to build some large landing facilities to supply this ship in space I still remain skeptical.

I have been known to be wrong before, and there are so many convinced now this is ok that I wonder what I am missing.. Explain to me?
 
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Not worth paying for with 448 more than t9, if had a capacity of 1400 to 1500 I would.

So I will he waiting for it to appear free with 1238 total capacity

Shame

Or allow us to engineer cargo racks to give us a way to increase capacity at the cost of weight
 
From what i've been told the 2100T loadout had aroun 1500 T cargo.
But i dont know - I am one of the guys who's been told of the Mk 1 magesty and legacy by pretty much anyone who farmed Frontier Elite 2.
2100t was the total payload of the ship before adding modules. With a sensible loadout, you'd be looking at the same cargo capacity or thereabouts as the Mk2, only without advantages like SCO (or even just the standard FSD, for that matter).
Slowly the mood of the playerbase is shifting to a shrugged acceptance of what we are going to be given. Elite Dangerous is a different game beast from the follow up DOS and Windows Elite games so I doubt any of us expected this Mk 2 to be the unstoppable force the original was. But i did expect it to haul and haul a fair bit - not just a golden ratio more than a t9 / cutter.
How much will this colonisation grind be reduced? Considering you need to build some large landing facilities to supply this ship in space I still remain skeptical.

I have been known to be wrong before, and there are so many convinced now this is ok that I wonder what I am missing.. Explain to me?
I suspect the timing of the release is the issue; as someone who cares little for colonisation but has been waiting for the Mk2 for a decade, I don't really see an issue with the cargo capacity, probably because I've never thought of it as "a ship for colonisation". But, if I ever do decide to do colonisation, 1200t is enough to reduce trips to load and unload my carrier from 30+ to around 19 (if my maths serve me), so it's really not that bad in my eyes and it doesn't render the Cutter and T9 as completely obsolete. Balance may not be exciting, but it is a good thing and balance can be brought to colonisation without throwing trade as a whole out of balance.
 
2100t was the total payload of the ship before adding modules. With a sensible loadout, you'd be looking at the same cargo capacity or thereabouts as the Mk2, only without advantages like SCO (or even just the standard FSD, for that matter).

I suspect the timing of the release is the issue; as someone who cares little for colonisation but has been waiting for the Mk2 for a decade, I don't really see an issue with the cargo capacity, probably because I've never thought of it as "a ship for colonisation". But, if I ever do decide to do colonisation, 1200t is enough to reduce trips to load and unload my carrier from 30+ to around 19 (if my maths serve me), so it's really not that bad in my eyes and it doesn't render the Cutter and T9 as completely obsolete. Balance may not be exciting, but it is a good thing and balance can be brought to colonisation without throwing trade as a whole out of balance.

I have to ask what a sensible loadout for the Mk 1 comprised off? To max out the Mk 2 ( 1236T) will required a shieldless hull, with no additional QOL modules, can't comment on the utilities as so far I am not sure of them.

Unless I have been led up the garden path by FE2 players, the Mk 1 reportedly was able to dispatch pirate with great aplomb. Those who understand weaoons power demands better than me already have concerns over the ships distribution.

The alternative builds pre engineering shown in this thread reduce the carrying capactiy further to give basic protection from pirates and the QOL tools an unstressful flight may require.

All in all I really fail to see the comparisons in the ships being positive at all.

Everything you say about the SCO drive I agree with , in particular it opens up planets and stars in systems that would have been a fair time away and a real time drain colonising. I am glad at least this power creep is acceptable to all. It woulda been a shame if it had not happened as its been one of the best additions to the game of late.

As someone who has participated a lot in colonisation I can assure you building an infrastructure on location every 16 ly or so is the very definition of grind. A particular issue being a single FC cannot store the entire stock for a base to be constructed that will restock the FC with the PC Mk 2. I dont think the current reveals about the Vangiard Carrier will either - it may just scrape it. Either way shaving off a few carrier loads and unloads barely scratches the surface, but thats just my opinion.


I remain yet to be convinced.
 
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This is not a legendary panther clipper, this is a satisfactory panther clipper. Very meh. Kitted with a shield and guardian fsd booster, 1,000 tons capacity, with an 18ly range laden, very meh indeed. I am not excited at all any longer for this ship. Most cargo hauls for a decent profit are always at the 20-30ly mark, minimal, I'd argue a T9 can haul more faster with a similar load out and make that 30ly laden jump. With out a guardian fsd boost i get almost 22ly, with a guardian fsd booster just over 30lys, with a shield, and only 300ish less cargo. I really hope you reevaluate this ships stats again, because the only thing legendary about this ship was the hype and the ten year wait.

A side note- you state this was for the monotonous singular method of colonization, with a release in late july, then the credit version is another 4-5 months after that, that will be almost a year after colonization launched in february. All the wind has been taken from my sails for both the clipper and the brain numbing experience of colonization. Very meh indeed.
 
Not worth paying for with 448 more than t9, if had a capacity of 1400 to 1500 I would.

So I will he waiting for it to appear free with 1238 total capacity

Shame

Or allow us to engineer cargo racks to give us a way to increase capacity at the cost of weight
I agree.

I too am disappointed. I was expecting 1400 to 2100 capacity. AND,.... That was with shields to avoid getting destroyed delivering cargo at construction sites.

If the class 8 and 7 slots were configured to allow MK II cargo racks, I would be satisfied with the 1400 T cargo.

But I still want some basic shields.
 
This is not a legendary panther clipper, this is a satisfactory panther clipper. Very meh. Kitted with a shield and guardian fsd booster, 1,000 tons capacity, with an 18ly range laden, very meh indeed. I am not excited at all any longer for this ship. Most cargo hauls for a decent profit are always at the 20-30ly mark, minimal, I'd argue a T9 can haul more faster with a similar load out and make that 30ly laden jump. With out a guardian fsd boost i get almost 22ly, with a guardian fsd booster just over 30lys, with a shield, and only 300ish less cargo. I really hope you reevaluate this ships stats again, because the only thing legendary about this ship was the hype and the ten year wait.

A side note- you state this was for the monotonous singular method of colonization, with a release in late july, then the credit version is another 4-5 months after that, that will be almost a year after colonization launched in february. All the wind has been taken from my sails for both the clipper and the brain numbing experience of colonization. Very meh indeed.
I agree. What a Type 9 can do, an Imperial Cutter can do slightly better.
 
I am disappointed. Not a legendary Panther Clipper at all.

Why cannot FD create a true hauling ship that provides double the capacity that an Type 9 or an Imperial Cutter?

If specialty Class 8 and 7 Mark II are created, then why not simply create and add Class 9 cargo racks at 512T in addition to the intended loadout (doing away with Mk II racks) to get the 2072T capacity. And use Class 8 FSD drives that were once in game inventory. Provide Grades E through A of Class 8.
 
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With shields, hyperdrive and fuel to even be able to jump (this had to be stored in cargo), you're looking at around about the max capacity of the Mk2. After adding weapons, you're looking at considerably less than the Mk2 and they really weren't something you could do away with as they are now.
I have no idea what a Panther Clipper Mk 1 could carry. But if this is comparable to the Mk II with a fuel loadout, shields and weapons, then that does put this in perspective. I would have preferred additional Class 8 and 7 Mk II cargo racks instead. (for a total of 4)
 
Usually when a MK2 Model of anything is build its usually a better version.

You have killed the carry capacity & you have killed the defensive capability of the legendary Panther Clipper, I mean what has been improved over the MKI version? MKII carry's less (2000 tons) has less defense (Panther clipper could hold out a small fighter fleet and come out untouched)

Can it carry the most? sure but when it runs like a boat with less jump range and not much more hull it would take you longer to use that extra space....I think the type9 and cutter still beat it in terms of cargo, cutter still beats it in speed and defense, type 9 in speed and bulk I just cant see how this will be the "traders pick"

oh and I haven't forgotten the twin fighters iv intentionally ignored them due to not seeing how the double fighter bay will work, would you need two fighter bay modules? this will limit cargo even more as well as speed and jump range (They are very heavy if you didnt notice), this will also be a turret only ship, wait until you meet the infamous npc that just sends hatch breakers and dont register as enemys, you'll have to turn so slow to face them by the time you can tell your turrets to fire all your cargo will be gone :LOL:

all I see is they made it look like it should I can only agree it is beautiful and the designers done a really great job on this point albeit that's about all I can see personally.

give it 1500 capacity ad least while shielded and 2000 unsheilded to stay true to the original or give it more hull armour, at around 1000 its still butter especially with how slow it is
 
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With shields, hyperdrive and fuel to even be able to jump (this had to be stored in cargo), you're looking at around about the max capacity of the Mk2. After adding weapons, you're looking at considerably less than the Mk2 and they really weren't something you could do away with as they are now.
I had a look at some old guides on Frontier Elite 2 - pretty sure i had this back in the day on disks and have memory of boot disks and loadhigh DOS stuff to get it to run. :)
Comparing old and new maybe an exercise in futility - but there is still interesting reads to be had. https://www.sharoma.com/frontierverse/ships.htm

Looking at the Panther Clipper Mk 2 as a vessel to support Colonisation I dont think is a wrong thing to do, given the activities happening in the game at present I don't think anyone should be surprised at others doing the same. When the Trailblazers came out at first I had concerns the 4 week window could be a problem completing the prime and time limited base. So far this hasn't proven to be an issue. When the limitation of claim radius from the colonisation vendor was explained, this had and still has concerns. The Panther Clipper Mk 2 is the tool we hope will reduce the grind and make colonisation fun for us all. It would indeed be ironic it it tempted in someone who had never done it before, but adversely effected me who has been colonising since it came out. Time I suppose will tell and i still remain skeptical and this is not the hauler I was looking for :D
 
I think let's see what's July 22nd brings. Personally I would have assumed the PII was too big for stations and had to either dock at stations with mooring arms or at large landing pads on planets/moons only but thats just me!
 
I think let's see what's July 22nd brings. Personally I would have assumed the PII was too big for stations and had to either dock at stations with mooring arms or at large landing pads on planets/moons only but thats just me!

No no, it is within the box limit of large ships we have so far.
 
It's worth remembering the ship sizes.

Take a look at the Beluga Liner, so far the champion of dimensions. And take note: this width, height and length form a box that enters the slot and lands on a pad.
Don't be deceived by wings and extravagant tails, there's so much empty space in the box. Anything within the box of 131.6 x 45,5 x 209.1 can dock normally.

ship sizes.png
 
I have to ask what a sensible loadout for the Mk 1 comprised off?
Payload: 2000t (Sources saying 2100t have a typo)
Class 8 Hyperdrive (integral): 600t
Fuel for Class 8 Hyperdrive: minimum 81t for a single max-range jump, more if you want to do multiple jumps at once
General utiltiies (scanner, autopilot, atmospheric shielding, ECM, etc.): around 20t

So that's got you 1300t left to split between cargo, spare fuel, passenger cabins, weapons and shielding.

A basic "safe systems only" loadout of a single 4MW beam laser and 5 shield generators would cost you 40t. ("Safe" is relative and a lot more dangerous than the ED equivalent) - actually going unarmed would limit you to hopping between one pair of systems forever and not doing much with that.

A more realistic "armed freighter" loadout you'd probably want at least 20MW beam lasers in the two turret mounts (75t each) and probably about 20 shield generators (80t) so that leaves you just over 1000t for fuel and cargo.
 
I too am disappointed. I was expecting 1400 to 2100 capacity. AND,.... That was with shields to avoid getting destroyed delivering cargo at construction sites.

If the class 8 and 7 slots were configured to allow MK II cargo racks, I would be satisfied with the 1400 T cargo.
What's with that magical number 1400? Where is it coming from?

It's not even double 794. Why is precisely 1400 A-ok but 1238 is a "disappointment"? "Oh noes, the ship is 162 tons short of the ideal! Ruined!"
 
What's with that magical number 1400? Where is it coming from?

It's not even double 794. Why is precisely 1400 A-ok but 1238 is a "disappointment"? "Oh noes, the ship is 162 tons short of the ideal! Ruined!"
It's the magical number that wasn't reached. If it had been, 1600 would have been the magical number and the forum would have been disgusted fdev cheated us out of it ;)

I mean I'm sort of joking, but not really.
 
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