Newcomer / Intro Type 7 weapons loadout for trader

So, upgraded to the Type 7 from Type 6. In type 6 I could always run from NPC. Not having the same luck in Type 7. Any suggestions on weapons or loadout to fight if I have to? Running 212 cargo and A4 shied generator, but doesn't seem to hold up. Would prefer not to give up cargo for shield bank. Have Chaff, point defense, 1 turreted pulse lasers in front (don't seem to help) and two turreted cannons top and bottom (don't seem to help when running). Mines and missiles? For the record, I have an Asp for combat fun and do pretty well - the Type 7 can't avoid an interdiction and cant seem to run very well.

Thanks.
 
Should've saved a few extra million and gone straight to Clipper. You outrun every NPC ship while carrying more cargo than Type-7 and looks good doing it.
 
Think defensive. Forget the lasers. Fit cannons / missiles instead.

Thanks for advice. I'm strictly thinking defensive - just want to get away. I have frag cannons - maybe cannons and missiles?

Should've saved a few extra million and gone straight to Clipper. You outrun every NPC ship while carrying more cargo than Type-7 and looks good doing it.

I have the credits though I took a bath last night getting interdicted with a full cargo of gold - hence the post ;-) Confluence of bad luck - interdicted by a competent viper coming into station so FSD was inhibited by factor of 18 due to planet. Tried to run but FSD overheated and would not kick in, but that's another story....

I'm in Federation space (rank Post Commander). I guess I could go to the Empire region - the Clipper looks great (Federal Dropship not really an option for trading). Wish the Federation had something comparable. Like the Type 7 if I can get the defenses up.

Thanks again!
 
interdicted by a competent viper coming into station so FSD was inhibited by factor of 18 due to planet

That'll be due to the viper won't it? I would say boost away and it'll speed up but you aren't going to get any distance between you and a Viper in a Type7. Stations aren't close enough to planets for the planet to be a problem and I don't know if planets inhibit by a factor of 18 anyway.
 
That'll be due to the viper won't it? I would say boost away and it'll speed up but you aren't going to get any distance between you and a Viper in a Type7. Stations aren't close enough to planets for the planet to be a problem and I don't know if planets inhibit by a factor of 18 anyway.
This was a medium planet with station close. Was the weirdest thing: I was actually dumb struck. I boosted to run corkscrewing away, hit FDS and it said inhibited by factor of 18. Overheated as I ran, FSD would not engage, viper just kept following. FSD finally went offline and I died. Oh well - just trying to find a good tactic since Type 7 is slow and sometimes (it would seem) FSD won't engage....

I run turreted lasers top and bottom and dual mine launchers in front all to cover my behind while I run away.
I tried turret laser top and bottom but had no luck. Was thinking mine launchers as I run.

PDS! That is all I carried.
I've got 2 - hasn't seemed to help.

Thanks for the advice!
 
This was a medium planet with station close. Was the weirdest thing: I was actually dumb struck. I boosted to run corkscrewing away, hit FDS and it said inhibited by factor of 18. Overheated as I ran, FSD would not engage, viper just kept following. FSD finally went offline and I died. Oh well - just trying to find a good tactic since Type 7 is slow and sometimes (it would seem) FSD won't engage....


I tried turret laser top and bottom but had no luck. Was thinking mine launchers as I run.


I've got 2 - hasn't seemed to help.

Thanks for the advice!

They will when missiles are headed your way!
 
I thought PDS was solely a anti missile system ???

thermal weapons and Cannons don't make it react...... it's only fired on my Cobra when I've had a "missile incoming" and I've pulled into a position to let it "see" the missile ????

EDIT

bah!.... ninja'd

if you're mostly "open" play ... I would have thought ... Mr Chaff would be a cert for a defensive module?
 
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They will when missiles are headed your way!
Yep, that's why I have two! I've always figured go defense and run away - always worked in the Type 6. Has worked up until the encounter with Viper. I even zero throttled to submit to help the FSD cool quicker (I read that somewhere, seemed to make sense) as the Type 7 never seems to be able to evade (maybe I need to upgrade from D thrusters). I could usually evade in the Type 6. In my Asp, I throttle to zero and just blow them away ;-)

Thanks again!

I do run chaff, though in this case it didn't matter as I overheated trying to get the FSD online, and the Viper was still plinking away. This was solo, though sometimes I run open.
 
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Yep, that's why I have two! I've always figured go defense and run away - always worked in the Type 6. Has worked up until the encounter with Viper. I even zero throttled to submit to help the FSD cool quicker (I read that somewhere, seemed to make sense) as the Type 7 never seems to be able to evade (maybe I need to upgrade from D thrusters). I could usually evade in the Type 6. In my Asp, I throttle to zero and just blow them away ;-)

Thanks again!

I do run chaff, though in this case it didn't matter as I overheated trying to get the FSD online, and the Viper was still plinking away. This was solo, though sometimes I run open.


I ran B thrusters when I had the Type 7. A's are 4 million if I remember correctly. Was able to boost away from anything keeping shields up and no hull damage.
 
I ran B thrusters when I had the Type 7. A's are 4 million if I remember correctly. Was able to boost away from anything keeping shields up and no hull damage.
Thanks for the tip; I will certainly upgrade. I didn't know if thrusters were only for maneuverability (which I don't need in a cargo boat) or helped with evading interdiction, speed, etc. Right now I'm just looking for survivability ;-) Still very new to the game - pleased with the level of detail an immersion.
 
Thanks for the tip; I will certainly upgrade. I didn't know if thrusters were only for maneuverability (which I don't need in a cargo boat) or helped with evading interdiction, speed, etc. Right now I'm just looking for survivability ;-) Still very new to the game - pleased with the level of detail an immersion.

I also did not bother with the A FSD. A thruster and A FSD are 10 million. Neither was needed for trading. I also did not run any weapons for increased range.
 
I also did not bother with the A FSD. A thruster and A FSD are 10 million. Neither was needed for trading. I also did not run any weapons for increased range.
I went with A FSD because some of my trade routes were just outside 14 LY and the whole overheating during multiple jumps was annoying. Here's my current load out (switched turret pulse lasers in front for missile racks. I'm pushing edge of power which may be the problem (meant to upgrade the power system).... Appreciate the thoughts!
[Type-7 Transport]
S: 1B/FS Missile Rack
S: 1B/FS Missile Rack
S: 1E/T Fragment Cannon
S: 1E/T Fragment Cannon
U: 0I Point Defence
U: 0I Point Defence
U: 0I Chaff Launcher
BH: 1I Lightweight Alloy
RB: 4C Power Plant
TM: 5D Thrusters
FH: 5A Frame Shift Drive
EC: 4D Life Support
PC: 3A Power Distributor
SS: 3D Sensors
FS: 4C Fuel Tank (Capacity: 16)
6: 6E Cargo Rack (Capacity: 64)
6: 6E Cargo Rack (Capacity: 64)
5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4A Shield Generator
4: 4E Cargo Rack (Capacity: 16)
2: 2E Cargo Rack (Capacity: 4)
2: 1E Basic Discovery Scanner
 
AAA Club with roadside assistance?

So, upgraded to the Type 7 from Type 6. In type 6 I could always run from NPC. Not having the same luck in Type 7. Any suggestions on weapons or loadout to fight if I have to? Running 212 cargo and A4 shied generator, but doesn't seem to hold up. Would prefer not to give up cargo for shield bank. Have Chaff, point defense, 1 turreted pulse lasers in front (don't seem to help) and two turreted cannons top and bottom (don't seem to help when running). Mines and missiles? For the record, I have an Asp for combat fun and do pretty well - the Type 7 can't avoid an interdiction and cant seem to run very well.

Thanks.

I'm new here, started playing around the end of December... I'm currently in a Lakon-7 and get interdicted "allot" because I play ALLOT" :eek:

But I've only lost one Lakon-7 because I had just got it and I panicked :(

But after I took all the guns off and added all around point defense to all the utility points... and then upgraded "A" Thrusters + "A" Power Distributor + "A" Power Plant, I never had any ship that could take it down "yet"...

When interdicted, I hit the thrusters to aline my destination jump, then hit the thrusters again... and again as my thrusters will allow and speed is decreasing, I find that even with my shields down from attacking weapons fire, that the Lakon-7 will take many hits even with stock paper armor and still make the jump before any destruction can happen. I do not zig zag, I do not wiggle or roll the ship, I just head strait for the jump destination target and take the hits.
The most damage I have had in using this (tactic?) is 3000+ cr in repair. I encountered that amount of damage after having been interdicted 3 times during the same trip.

To me, it's all about having a plan and executing that plan ASAP when entering the interdiction.

But also, I try and not come off my destination target with an attempted interdiction... The escape target during the attempted interdiction I totally ignore, as I have found that if I attempt to escape by the escape target, then this can cause my ship to be as many as 10,0000ls away from where I was traveling to. Sometimes when I'm attempting to stay on my original destination target, it will actually allow me to escape the interdiction, without ever having pointed my ship anywhere close to the escape vector target.

"Am I beating the odds and just lucky?"... I don't think so, because I've been interdicted so many times now in my Lakon-7 and escaped by staying calm and with the simple plan... "but I am new and could be very wrong" ;)

But I'll stick with the plan and "maybe" upgrade my armor if I ever do loose another ship as I did when I first got it and panicked.
Having an "A" power plant means that when it begins to loose power (being targeted by the attacker), even though it is loosing power, "it's over powered for what I use it for", so even injured, it can supply enough to both the "A" power distributor and "A" thrusters to buy me enough time to jump away to my targeted destination.

Having "A"s in all 3 of those slots (power plant+distributor+thrusters) means to me that when they are hit, they may act like a "B,C or D" as they become damaged. Having "no weapons" means having no added draw on any power during that plan of escape... having all point defense (which may even be pointless, but I mount them all because of angle area of fire), but having them means that I never have to think about "deploying any weapons or retracting any weapon", because the point defenses need no deployment to work. "I have heard them shoot during many interdictions, but never have I ever heard a missile warning"... maybe because they shoot them down so quickly...

:rolleyes: But, like I said, "I'm new around here and I could be wrong and just be lucky"... but that's what has worked for me thus far as I ignore all the sparks and smoke coming from my dashboard :eek:

Space Time :D
 
Thanks for the info. That's what I always did in the Type 6 and has always worked in the Type 7 until I could not FSD (frame jump inhibited by factor 18 then overheated trying to FSD) and I couldn't outrun the Viper. However, I did not have A thrusters and A power plant. I'm going to upgrade. My plan has always been to run - the hull has taken a beating before and it's pretty cheap to repair. Maybe I just had a confluence of bad luck that one time - unfortunately for me it was quite expensive. So, was hoping to get some input here on the forum. I appreciate everyone's comments. Still learning the game; chalk that loss up to experience. Cheers!
 
The Speed Weapon?

Thanks for the info. That's what I always did in the Type 6 and has always worked in the Type 7 until I could not FSD (frame jump inhibited by factor 18 then overheated trying to FSD) and I couldn't outrun the Viper. However, I did not have A thrusters and A power plant. I'm going to upgrade. My plan has always been to run - the hull has taken a beating before and it's pretty cheap to repair. Maybe I just had a confluence of bad luck that one time - unfortunately for me it was quite expensive. So, was hoping to get some input here on the forum. I appreciate everyone's comments. Still learning the game; chalk that loss up to experience. Cheers!

Sounds like we do both have the same plan. I've encountered allot more damage when interdicted close to a planet...

I actually have plans to make my next ship an "Orca" because of it's speed. Many older players think this is a terrible mistake because of the cargo capacity loss, but ease of docking means allot to me and that hole is a tight fit "many times". I've lost a few ships because of larger ships or even smaller ones crashing into my ship from nowhere, or the most inconvenient times destroying all my cargo along with the ship. In YouTube, there are not many Orca reviews, meaning to me that, "there just aren't many who fly or have tried them enough to have any more than a single review about them". I don't want to have to gain the rank for a Imperial Clipper and they don't fit through the exit door very easy with traffic, whereas the Orca seems to be an easy spaceport exiting craft. The dashboard and surrounding view within the Orca also may help the boredom during those trade trips and I just wanted to check the Orca out.

I feel it's possible that passengers may actually come soon because if you built the passenger ship, it's worthless to have it not used as one for game hype.

But the biggest reason for wanting one is the need for "Speed!" :cool:

Cheers back to ya' Commander ;)

Space Time :D
 
Well today i destroyed 2 eagles and 1 viper with my type 7 transporter! The thing that helped me a lot is using your thrusters up+down left+right together with forward backward thrusters!
i have 2 beam lasers gimballed and 2 multi cannons gimballed also
 
Well today i destroyed 2 eagles and 1 viper with my type 7 transporter! The thing that helped me a lot is using your thrusters up+down left+right together with forward backward thrusters!
i have 2 beam lasers gimballed and 2 multi cannons gimballed also
Nice!. So I'm in the Imperial Clipper now and I love it. What finally made me switch was an interdiction by an expert/elite NPC Adder. I couldn't run, so I turned to face him with my top/bottom mounted turreted cannons and front mounted heat seeking missiles. Only had to hit the shield cell bank once (he got the jump on me), but I had to go Flight Assist off to keep missile lock. I tried backward thrust but he just kept strafing me. The cannons just kept firing and the missiles finished him off (though it took 75% of my ordinance as I fired several without complete lock). Before v1.1, I never got interdicted in the Clipper. Since, I think just once. But the operating cost much higher. I did recommend the Type 7 to a friend who's in the Asp right now as a good step up in trading. I'm looking forward to the Type 9 ;-)
 
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