Ships Thinking of upgrading to a Lakon Type 7 seven - any advice welcome

I'm roughly 24 hours in with the Type 7 and good modules.

It flys wonderfully. The position of the cab is perfect for docking. It's low down so you just need to keep the nose just above the entry and 'walk' in.

Was able to dock and exit past oncoming traffic without incident.

I've smuggled around 100k cr credits of illegal goods in out of stations with no additional hassles.

Evaded a handful of interdiction with not too much peril.

I would not play it in open play without some backup. Player pirates will have you for lunch.

B+ great ship for trading, solo and surprisingly good for flying when upgraded.

Thanks again Chaps!
 
Power Plant A4 (Would a D$ do or would that be a heat risk?)
Have you thought about the A3 power plant? Should give more than enough power for the Type 7, heat is perfectly fine and I think it is lighter than D4 (not 100% sure about that though). I even run with A2 nowadays, but that's probably insufficient for those who want at least some defensibility.
 
I switched to a T7 last night. Great workhorse, and surprisingly enjoyable to fly. (I did equip it with a load of my asp Upgrades though). Like Ben, id be too ascared to go into open play with it.
 
Further to my previous comments, I traded up to a Python but have since gone back to a trusty old Type-7. I moved to the Python thinking I could continue trading and make the same sort of profits ($1.5m per hour), but in a better performing and combat ready ship.

The reason I swapped back to the Type-7 is that whilst the Python can carry roughly the same cargo payload and land on platforms, and is faster, more maneuverable and a real weapon in combat, the operating costs are astronomical...! Python repairs are approx 10k+ per 1% of hull damage, fuel costs are 10x what you pay for in a Type-7, and landing a Python is really tricky in comparison... If the Python is your end game ship then fair enough, but as a well-armed combat ready trading vessel, be prepared to put 25-50% of your trading profit into keeping the thing in good condition....

I will now wait and trade up to a Type-9 once I hit $80m

- Spig

PS. I always play in 'Open-Play', as the Type-7 can outrun all NPC interdictions, and I haven't seen a player for days
 
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Hello,

I have filed a bug report about this ship a week ago: after entering the station I started to turn towards the pad (it was the closest to the gate), and the ship got stuck at the end of the gate. I was instantly at 0 speed and no amount of manuvering got it out. Up, down, left and right all failed. Even tried boosting it - it still stayed at 0. After a minute the station blasted me to pieces. My theory is that the wings are bugged and bigger then they seem so, and I was stuck because of them.

Puting theory aside, I have two more advices (those above me already told you about the price, the low hull and the very bad heat management): always aproach the station gate in the horizontal middle, but at 1/3 verticaly down - the cockpit is very low in this ship. And always fully enter the station, don't try to turn towards the pads too soon.

Peter

I had exactly the same happen to me yesterday. I'll send in a ticket.
 
ah, hello my little friends. i would like to weight in on this topic.

i've spent a fair deal in a type6 doing rare trade runs between the 2 arguably most known clusters.

- weapons are completely obsolete in both the type 6 & 7. you won't be able to put up much of a fight against any semi decently skilled pilot in a ship that's somewhat kitted for combat. i reckon you could make yourself less of a target and put up more of a fight in a fitted type 9, but obviously at the costly expense of jumprange.

- standard shields are nigh useless against anyone with decent weapons or weapon slots. the pirate'll blow you to to smithereens before you can even power up your FSD, and if not, the combined heat from the fsd charging and your own booster spam from trying to get the hell out will probably be just enough to send you over the edge anyway. STILL, you will want to keep standard shields, because it's surprisingly frustrating to lose a full cargohold of goods to a mistimed boost leading a collision.

- fuelscoop in my books is a waste of time, refueling is fairly cheap until you upgrade to an Asp at which point maintenance costs will skyrocket. plus, you really do not want to give player pirates that extra time to catch onto a big fat freighter idling while loaded by the 100s.

- player pirates ARE a problem in open play. despite that i've done open play, i enjoy the risk and challenge that comes with it, and i personally am not supportive of isolating yourself from common risks at your own convenience. similarly to how i frown upon players in dayz who spend 90% of their time on empty servers until their fully geared, and only mix with other players when they feel they're in an advantageous position.

onward. you're definitely likely to get interdicted in type 6s - 9s. easy target, mostly no weapons and no maneuverability. evading player-interdictions is very difficult in these freighters, rather than that, submit early and you should be able to power up your FSD within 10 seconds instead of 30. i managed to boost away from one player interdiction (with 6% hull left) and got hacked really fast in 2 others in which i foolishly, despite being hailed, took my chances rather than giving up a couple of tons of cargo. other times i simply jumped out of supercruise before a player could line me up to interdict and mingled for a while in open space with all systems off line. which means that even if they do jump in on your wake, they'll have a very hard time to locate you once they made it in, and will more than likely jump out straight away 9/10 times.

- personally i've found that rare runs pay out the best, until you've gone up to the type 7 and found a system in which a short 1-3 jumps lead you back and forth at max cargo capacity at 1+k per cargo slot. which by the way, aren't plagued as much by player pirates. those mostly hang around at the most popular spots, aka systems in a cluster offering rares.

- as for smuggling...i believe you're better off doing regular trades. for one; i find you'll have a hard time sneaking past security in a bigger type freighter, even in the type 6, and if you go silent mode, you'll just have to hit one unlucky bump on the way in and that's it. two; rare trades are DEFINITELY more profitable to begin with, so the risk isn't even worth it unless you would compensate with a ship that's sort of dedicated to smuggling, probably a cobra or asp and realize that in terms of moneymaking, it comes second to regular trading in just about every aspect.

- in terms of ship fitting, jumprange and cargo before just about any and everything (EXCEPT THE STANDARD SHIELD). literally, nothing else matters with the type 6-9. you'll greatly appreciate it while doing rare commodity runs.

- personally, i just switched to an Asp, invested an extra 15mil and fitted it to hold 88 tons of cargo, with solid hardpoints, shields and shield cell banks, AND an A2 fuelscoop cause <snip> paying 10s of 1000s of credits for fuel after every so and so jump. i compromised, and i'm more comfortable with slightly favoring solid combat efficiency over max jumprange at this point. it's perfectly capable of smuggling, outrunning and fighting and more often than not, i just barely max out my cargo hold on rare commodity runs because i can't be asked to stick around for 12 minutes hoping for a good respawn. i max out at about 1-3 mil per lap, which i'm perfectly fine with.

- cmd SantoII, commonly referred to as "slave master" and "hahaha no hardpoint and shield having type6 jettison 20 cargo now ok" o7

<snip>
 
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My probable starting setup for Type-7

I am now running a vulture for Bounty Hunting, but have been thinking of going back to trading. Type 6 makes no sense anymore as there would be no monetary benefit from it, but type 7 might be worth the effort. I was checking on what the starting costs would be and with a very basic starting package it seems to be around 19M+cargo+1M insurance. When I start out with a new ship I often pick among the cheaper cargoes until I get enough money to cover the insurance properly. No need pack it full of gold right in the beginning so 1M should suffice for 200 cargo. 21M to start up in this then.

The jump range is not the best, but it just means that the first hours' profits go into upgrading jump drive step by step. No need to start with 5A.

http://www.edshipyard.com/#/L=60X,5QS5QSCFBCFB01Q0mI0Ga0Wg,2-6u8S8I6u5K5K8I,0AA0AA08c08c0727Re0nE2Uc


[Type-7 Transport]
S: 1G/T Pulse Laser
S: 1G/T Pulse Laser
S: 1B/FS Missile Rack
S: 1B/FS Missile Rack
U: 0I Chaff Launcher
U: 0I Point Defence
U: 0F Electronic Countermeasure
U: 0I Heat Sink Launcher
BH: 1I Lightweight Alloy
RB: 4D Power Plant
TM: 5D Thrusters
FH: 5C Frame Shift Drive
EC: 4D Life Support
PC: 3D Power Distributor
SS: 3D Sensors
FS: 5C Fuel Tank (Capacity: 32)
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: 4E Cargo Rack (Capacity: 16)
4: 4D Shield Generator
2: 1E Standard Docking Computer
2: 1E Basic Discovery Scanner
---
Shield: 89.07 MJ
Power : 9.60 MW retracted (82%)
11.76 MW deployed (101%)
11.70 MW available
Cargo : 208 T
Fuel : 32 T
Mass : 478.4 T empty
718.4 T full
Range : 16.02 LY unladen
11.38 LY laden
Price : 19,131,699 CR
Re-Buy: 956,585 CR @ 95% insurance
 
When you buy it you'll need money for:
insurance - mine is 700k with beta insurance
cargo - it can carry about 2 MCr worth
better FSD - the range fully loaded is pitiful initially - you want at least a C to be able to trade sensibly but B is worth it. A is pricey though (5MCr I think). Look out as many stations don't sell decent FSDs for it
D spec the other modules to save some weight (and help the range!) which isn't too pricey
ditch the shields as they're weak and if you get into combat you're dead anyway. Just accept that and life is simpler! Ditch the lasers too.
You'll need about 700k to turn the spec cargo racks into bigger ones (the 64 tonne ones cost 350k ish)

Also remember it's a tall ship and the cockpit is right at the bottom, so go LOW in the docking slot. And you can't go to outposts.
Then you're good for 2 MCr an hour :)
 
The first thing to upgrade is the FSD
heat is a huge issue on the T7 A class the powerplant at a lower rating
i didn't find that the shield was worth it but this was before boosters so flip a coin it's super cheap to repair if you get shot up or bump the station. Never had any issues running it bare hull but others will disagree with me here.
on that note she's a tall ship scrape the cockpit along the bottom of the mail slot.
already mentioned and likely that you know but she can't land at outposts find a route between stations before buying one.
i purchased mine at wuru and if memory serves had all the parts I needed.
 
Type 7 is a great freighter, but basically that’s all it is. You need to make a “easy route” full of stations and don’t plan on doing anything but A to B. You have a choice to make keep the shields and manual dock or bin the shields and let the docking computer handle it. If you manual fly you will bounce off the cow catchers and the letter box and you will land heavily on the pads even if you do this once in 20 attempts it will cost you in repairs. Personally I ditch the shields and go for a Docking computer. Don’t fit a fuel scoop, do get a good range on your FSD do fit a good power distributer and power pack.
 
Thanks Chaps!

Just bought my Type 7 and completed my first practice run with a full cargo of weapons (non-lethal, just the kind that give a bad graze)!

Here's my trappings and what not

>> Advice Welcome <<

Hard points
No weapons (Any suggestions?)
2 x heat sink
1 x point defenece
1 x chaff launcher

Internal
Light Alloy (Free)
Power Plant A4 (Would a D$ do or would that be a heat risk?)
Thrusters B5 (Best value for non combat flying brick?)
Frame Shift Drive A5 (Runs coolest?)
Life Support D4 (Lightest?)
Sensors D3 (Lightest?)
Fuel C5 32 Cap (Standard)
208t Cargo (Lots)
Shield Generator D4 (Lightest ad enough to deal with scrapes?)
Shield Cell Bank A2 (Best value?)
Fuel Scoop A2 (Fast?)

Cash managment
10m for ship and cargo insurance, and running costs
2m spending cash

I'll be just doing trading and a bit of smuggling
that is the strangest build I have ever seen for a type 7.
here
With shields
http://www.edshipyard.com/#/L=60X,mpW0_g0_g0_q,2-4s8S7_6u5K5K8I,0AA0AA08c08c0727Re03w03w
without
http://www.edshipyard.com/#/L=60X,mpW01Q0Wg,2-3I8S7_6u4s5K8I,0AA0AA08c08c07207203w03w
put a chaff and HS launcher for smuggling, hull reinforcement packages are also an option in the 2 slots if you really don't feel safe without some protection.
personally id just run it without shields once you get the hang of it any half diecent pirate will not have any trouble stripping your shields and disabling your drives. Just pay the piper if they come along and npc's won't be able to kill you and repairs are cheap. Just don't facehug the station and you'll be fine. The faster you've made enough to get out of a type 7 the less time you're a punching bag.
 
I tried one a while back for a few days Ben, I kept wiping my head out on the slot... not getting low enough for the humpback hahahaha I went from asp to type 7 and back to asp :D

Typical heat issues like all the Lakons, goes away once you upgrade the reactor pretty much...
 
I have one I've been happily using for trading, pretty confident with it now but it has a fat bottom (really, that word isn't allowed?). PM me any questions
 
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I have heard it said that the Imperial Clipper is a better choice in many respects. You may want to consider that option.

I have never used the clipper for trading myself, but did have a T7. It was an awful ship, don't bother with weapons other than turrets as you'll never line up on your target.

Good thing is that it got me into a Python relatively quickly, I don't miss it at all.
 
Mine stopped very quick this afternoon. I was hovering over the landing pad having done the perfect hands free approach with voice attack when I noticed the gear hadn't deployed (I got distracted by a Skype convo... You know who you are..) so I pressed what I thought was the gear down key but it turned out to be boost, so I paniced and pressed it again for good measure :) 320 kph into the back wall with 232tons of gold onboard lmao.

LOL +1 rep for being so honest. And very nice to hear it's not just me that does that kind of thing :)
 
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