New ship: Panther Clipper

The PC Mk II size is disappointing: 146.86m length, 117,09m width, 33.8m height. It could be 68 meters longer (large pad is 215m long). It's not the largest ship, but I hope we get an Extra Large version that fills a large pad.
 
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i cant remember for sure but that sounds faster than my T9.
Considering the T9 barely breaks 300 and goes to around 287-ish with a full cargo load... it's a fair bit faster. Might make it worth the consideration for that alone... but the maneuverability rates don't seem to look too different from a quick glance at an outfitting menu shot. That will be a pain point (mostly in supercruise) if my guessing is accurate.

Also thanks Helmut for mentioning that speed figure.
 
Why anyone even would use fixed weapons on this thing unless it's mining tools or a meme AX build, it's beyond me.

Do we have anything on the speed figures of the ship yet? Preferably engineered ones, if available.
Depends on the kind of fixed weapons. A nice centered large hardpoint or two means that aiming things like PAs with precision is not only practical but outright useful.

Big fat ships, especially those with curved hulls, are terrible gimbal/turret ships. They simply won’t fire if your own hull is in the way.
 
They simply won’t fire if your own hull is in the way.
The two huge beams or multicannons of my Corvette routinely deciding laws of physics are for squares and firing through the front of its hull, would disagree.

… but, joking aside, I get what you mean and it can be annoying with the large hardpoint on aforementioned ship’s nose when it’s on a gimbal (I don’t really use turrets). Honestly not sure what kind of weapon layout I would use on the ship [Panther] to tell an NPC pirate I’m not in the mood for their nonsense. Or am just looking for an excuse to disrupt the hauling monotony, and they’re always up for a fight. Until they begin blowing up, at least.
 
The two huge beams or multicannons of my Corvette routinely deciding laws of physics are for squares and firing through the front of its hull, would disagree.

… but, joking aside, I get what you mean and it can be annoying with the large hardpoint on aforementioned ship’s nose when it’s on a gimbal (I don’t really use turrets). Honestly not sure what kind of weapon layout I would use on the ship [Panther] to tell an NPC pirate I’m not in the mood for their nonsense. Or am just looking for an excuse to disrupt the hauling monotony, and they’re always up for a fight. Until they begin blowing up, at least.
If the large hardpoints are as I think they are, you can do a PA/pacifier combo on a single trigger. The Paci hits first because it’s faster, followed by the PA. You can either put corrosive on the Paci to “tenderize” the target for 25% more PA damage, or put drag munitions so that any successful hit means the target is a sitting duck for the next shot.
 
the target for 25% more PA damage
You might be better off with drags then because the plasma accelerators already do full damage to any [human] target that exists (and isn’t a capital ship where hull damage is irrelevant in gameplay mechanics) due to their armor pierce (or whatever it’s called again) being at 100 already while the highest any ship has is 75, iirc (or 70 if I recall the T10’s value incorrectly). Corrosive isn’t just a flat 25% boost to any damage.

… that said, it may still have its uses in making the other, smaller hardpoints less useless in a combat encounter.
 
Corrosive isn’t just a flat 25% boost to any damage.
Yes, it is. There are two components. You get +20 flat armor piercing bonus for any weapon striking the hull, which as you said matters not one bit for PAs and other high AP weapons.

You also get 25% bonus damage for any weapon that strikes the hull. A percentage boost is nice for big beefy hits from weapons like PAs, because this game doesn’t hand out global damage buffs very much. The 25% bonus also applies to module breach damage. For a good time, make a large or huge Short Range PA, dust the shieldless target with corrosive, and aim for the power plant. You’re doing more damage with the one projectile than the plant has integrity, so you can get one hit kills.
 
You also get 25% bonus damage for any weapon that strikes the hull.
I never heard about this. Would you mind pointing me to a source or (clear) demonstration?

I’d still go with drags to make the target easier to hit using something as sluggish as this ship - particularly if its turn rates are not improved much by boosting - but I guess it might be a matter of preference then.
 
I never heard about this. Would you mind pointing me to a source or (clear) demonstration?

I’d still go with drags to make the target easier to hit using something as sluggish as this ship - particularly if its turn rates are not improved much by boosting - but I guess it might be a matter of preference then.

Source: https://www.youtube.com/watch?v=MgvdqZmPVNc


A lot more than this are available if you're willing to do a google search or several. Corrosive Shell is a well tested and well trodden thing at this point. It's also easy to test yourself, including with module breach damage like I mentioned above.
 
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