Jump Range as a Balance Factor in the Age of Teleportation

First off, this is NOT a thread about whether ship transfer instant, or have a timed delay, or whether ships should be transferable. That issue is besides the point, once transfers are allowed the jump range balance meta will be forever changed. This thread takes a look at some of the current popular and niche ships that will most impacted by the change in balance of power:


SHORT RANGE COMBAT SHIPS:

The Fer de Lance,

Granted this ship is AWESOME. So awesome in fact that they nuked its jump range as a balancing factor. However, now you can simply take a shuttle move it from A to B for a fee. So what is the point in keeping the range short at this point? As a pretend balancing factor? So that you can't explore in it? Hmph. Do we really need fewer options for explorers to enjoy the drudgery that is exploration? It's not like combat is a crucial feature of deep space exploration. And any attacks are likely to be much closer to home anyway. So really the short range just becomes a "cool ship tax" in the form of ship transfer fees.

Federal Corvette,

This ship is not widely used because it requires hard to attain Federal ranks. However it is essentially in the same boat with the FDL in terms of Jump Range. It is designed to be a more agile version of the Anaconda/Cutter with larger hardpoints that make it adept at picking apart larger prey. Again, the jump range limitation will now be removable by a sum of Credits, but unlike the FDL, the Corvette is an extremely PRICEY ship. So Federal aligned players may end up with significantly less money in their pocket given that large expensive ships will cost a pretty penny to move from A to B.

Viper Mk III,

Oh man, does this ship ever need some love. Heaviest of the small ships, twice as heavy as a Courier (even though it has 2 fewer internal compartments!) and about as agile as a ship 4 times it's size. It is also very weight dependant so it can be among the slowest of the small ships with enhanced/modded drives. The short range on this ship will now be meaningless, and it should be fairly cheap to move around. So all told, 2.2 will be a slight boon to Viper pilots, but not enough to make it stack up against even an Imperial Eagle, let alone a Courier. But definitely enough that people will fly it once or twice into a combat zone, until they get bored by the "big clunky ship" flight model, power issues, and lack of durability or killing power. The ship will remain a pile of downsides.


LONGER RANGE FIGHTER:

Courier,

This will continue to be used as a racer, a defensive explorer, and even as an all-round multipurpose ship. It has 6 slots decent range, amazing shields, and enough firepower to be vaguely useful in a fight. Nothing can dethrone this overpowered small ship.

Diamondback Scout,

While classed as a fighter, post engineers this ship doesn't do so hot in that role anymore (see below).



COMPROMISE EXPLORER SHIPS:

Diamonback Scout,

This ship may see use as a fun offbrand shuttle craft, but let's remember, the major reason that has such limited compartment space compared to a Cobra is because it has a slightly longer jump range. Despite popular opinion that this is a "combat" oriented ship, it is actually not better than the Cobra or the Courier at combat post-engineers. And now that the jump range is irrelevant? Well, what is the point of a DBS for any practical gameplay purpose? A change of scenery? A larger hitbox than the Cobra to give the NPCs a fighting chance... ? Hmmm. Needs a 2nd look. This ship doesn't seem to respond to engineering in the same that others do, since it loses agility in the boosts, is quite easy to hit from a distance, and can't drain speed quickly enough to recover, or build or maintain speed in boosts quickly enough to get away properly.

One way to fix this ship? Make it capable of reaching top speed in a single boost from 0. Just like the Cobra/FDL. Also, let it speed up and slow down quickly sans boost, like the Viper (that ships one redeeming feature).

Diamondback Explorer,

This is a crap ship by any metric other than jump range. It has horrible agility, abysmal speed, undersized compartments, weak shields, and is somewhat flimsy to top it all off. If it wasn't for jump range this ship would be a Cobra Mk IV with crappy hauling capabilities. In 2.2, this ship may see a resurgence as the cheapest >45LY range taxi available. But beyond that, it will continue to be useless as all but a niche explorer ship for people who don't mind stiffing compromises (just to escape the Asp cockpit for a change).



EXPLORER TAXIS:


Asp Explorer,

The Asp Explorer will be the goto taxi for many since it fits the price point to range ratio for a convenience ship. Other that the increased popularity of this already overly used ship, the Asp will be largely unaffected by 2.2 shipping meta.

Anaconda
,

This will be the premiere space taxi of the super rich. It will also continue to be a workhorse among wealthy explorers and non-imperial merchants. There is simply no faster way to get around the galaxy. Also, ship launched fighters won't hurt the king of ships one bit either.

Hauler,

This will continue to be the cheapest space taxi, but instead of being bought and sold at every station when transferring ships, you will buy one ONCE. It will be cheap enough to move anywhere you are, much cheaper than buying a new ship, unless selling your old one and buying a new one where you are is cheaper than transferring it.


MULTIROLE SHIPS:


Cobra IV
Cobra III
Courier
Viper IV
KeelBack
Orca
FAS
FGS
FDS
Sidewinder

All of these ships will be for flavor purposes only. There is no longer any reason to fly them (if there ever was) because there will always be a better ship for the purpose that you can simply pay to have moved to your current location. Some ships like the Cobra III will retain their fans because of sentimentality and maybe a little bit because of the speed (which several of the ships above can beat with engineering anyway). But the common thing about all of these ships is that they can all be boosted to roughly the same middling range. That range may be enough to keep people in these ships, but that really depends on how much it costs to shave off 30% of the jumps between stations. Forget realism, this is a cold hard cash calculation here.

The Keelback may get some play among newer/poorer players since it is the smallest ship to use ship launched fighters.

TRADER SHIPS:

T6
T7
T9
Cutter

Unless moving ships is so cheap that a single trade run would still be profitable after moving them, these ships will maintain their spot in the ecosystem. With the noted exception of the T9 and Cutter which will have ship launched fighters.




CONCLUSION:

So here we see, the only ships that will be cheating/exploiting the ship transfer mechanc to get across the galaxy faster will be the short range fighters. The mid class multirole ships will become even more irrelevant, but they already kind were. So this raises the question: If the purpose of the patch is largely to make it easier for fighters to get around the bubble, then why keep the fighters with a short range? Making the transfers instant isn't for any one else. Let's be honest, no one is in a hurry to trade or mine, and explorers can already get from A to B just fine. Making the transfers for fighters is clearly the reason for this change. So why not just give fighter ships longer range? Why all of this mucking about with a new taxi system that already topples any semblance of "jump-range based balance"???




 
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Timesink should be resolved by buffing jump range at overall to all ships, reducing a time on hyperspace load-screen, and countdowns before jumps.
These moments are nothing more like mindless looking at monitor screen over a minute.

Money have no matter. Thankfully to 'claim 80 000 000' button called Sothis/Ceos i am a billionaire.
 
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So here we see, the only ships that will be cheating/exploiting the ship transfer mechanc to get across the galaxy faster will be the short range fighters. The mid class multirole ships will become even more irrelevant, but they already kind were. So this raises the question: If the purpose of the patch is largely to make it easier for fighters to get around the bubble, then why keep the fighters with a short range? Making the transfers instant isn't for any one else. Let's be honest, no one is in a hurry to trade or mine, and explorers can already get from A to B just fine. Making the transfers for fighters is clearly the reason for this change. So why not just give fighter ships longer range? Why all of this mucking about with a new taxi system that already topples any semblance of "jump-range based balance"???

This is a very narrow conclusion and probably the least applicable for people who enjoy a variety of play styles. What it really means is that I can use all of my ships all the time. I can do missions without feeling like I must take my python or I'll miss out on half of them. I can freely roam the bubble doing jobs and when one comes up that I don't have the right tool for, I can get the right tool without spending half my playtime ferrying ships back and forth or hunting for a ship to buy and outfit it properly. What it means is I can just play the game, and yeah, sometimes I can bust over to a distant CG in my Annie or Asp or Viper IV and call in my Corvette, and that will be very, very nice.
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I am extremely curious about what the costs will be and what the community reaction to those costs is. It will be very interesting.
 
Timesink should be resolved by buffing jump range at overall to all ships, reducing a time on hyperspace load-screen, and countdowns before jumps.
These moments are nothing more like mindless looking at monitor screen over a minute.

Money have no matter. Thankfully to 'claim 80 000 000' button called Sothis/Ceos i am a billionaire.

Agree 100%. Jump range should NEVER have been used as a balancing factor. Frontier painted themselves into a corner. They should admit it was a mistake and move forward with ships that are balanced around what you can actually do with them, not which ones can grind distance faster than others.






This is a very narrow conclusion and probably the least applicable for people who enjoy a variety of play styles. What it really means is that I can use all of my ships all the time. I can do missions without feeling like I must take my python or I'll miss out on half of them. I can freely roam the bubble doing jobs and when one comes up that I don't have the right tool for, I can get the right tool without spending half my playtime ferrying ships back and forth or hunting for a ship to buy and outfit it properly. What it means is I can just play the game, and yeah, sometimes I can bust over to a distant CG in my Annie or Asp or Viper IV and call in my Corvette, and that will be very, very nice.
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I am extremely curious about what the costs will be and what the community reaction to those costs is. It will be very interesting.

You missed the point of the thread.

Transferring ships and ship balance are two separate issues. They have been convoluted by making the transfers instant in a system that was designed around jump ranges as a balancing factor. Instant transfers would be easier to swallow in a universe where all ships had the same maximum upgraded jump range. I am advocating for the jump ranges on short range fighters to be increased so that the choice of ship is all about what is the most useful, not which will get me from A to B the quickest. That makes it seem like the mechanic is an exploit to circumvent bad game design around jump range differences.

Cut out the middle man. Introduce thargoid tech that gives everyone a >55 LY jump range.
 
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This whole ship transfer is crapola, most of us were asking for module and material storage. I would have been happy with storage just at my home base. Also there is a need to address some of the game ships' capabilities, ie Corvette and FDL jump range and a bunch of other items.
 
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Rep-ed despite avatar. :p

Different FSD ranges are really called into question with instant ship transfer. Outfitting will lose some choices since heat/power management will be easier. Every combat ship will be equipped with a 2D FSD.

Outfitting in general will become less relevant. You outfit your ship once for a special purpose and never change it again. This will even be reinforced by the additional cost of changing modules Sandy said he wants to introduce on Lave Radio.
 
This whole ship transfer is crapola, most of us were asking for module and material storage. I would have been happy with storage just at my home base. Also there is a need to address some of the game ships' capabilities, ie Corvette and FDL jump range and a bunch of other items.

Exactly, I don't think anyone was asking for a way to circumvent the crappy jump ranges of FDLs and Corvettes with an extra nuissance step of always switching ships before travelling over 30 LY. Nor hauling around a "hauler taxi" everywhere they go.



one more thread says "my point got swamped on the mega threads"

The mega threads are about "instant" vs "timered". This thread is about ship balance. Very different topic. The public isn't quite there yet and still mourning the lost of the 4th wall. I have moved on to what people will be complaining about in 2 months. ;)
 
I do think shipbalance should get a general revision in regeard to everything and not just jumprange, its not just 2.2 turing it on his head 2.1 already did make the balance spin around. Now Ship balance is spinning and turning at high speed through space without aim, somebody should stabalize it :D
 
Viper Mk III,

Oh man, does this ship ever need some love. Heaviest of the small ships, twice as heavy as a Courier (even though it has 2 fewer internal compartments!) and about as agile as a ship 4 times it's size. It is also very weight dependant so it can be among the slowest of the small ships with enhanced/modded drives. The short range on this ship will now be meaningless, and it should be fairly cheap to move around. So all told, 2.2 will be a slight boon to Viper pilots, but not enough to make it stack up against even an Imperial Eagle, let alone a Courier. But definitely enough that people will fly it once or twice into a combat zone, until they get bored by the "big clunky ship" flight model, power issues, and lack of durability or killing power. The ship will remain a pile of downsides.
THIS. SO MUCH THIS.

2.1 absolutely boned the Viper. The benefits of EP thrusters or DD tuning are outweighed by how they gimp its optimal mass, basically turning it into a slightly quick ship that turns like the QE-bloody-2. It wouldn't be so bad if it could actually put sufficient DPS downrange for the attack runs that are only slightly more regular than Halley's Comet. You can't even put armour in it, because it would then be overtaken by the Ross Ice Shelf.
 
I do think shipbalance should get a general revision in regeard to everything and not just jumprange, its not just 2.2 turing it on his head 2.1 already did make the balance spin around. Now Ship balance is spinning and turning at high speed through space without aim, somebody should stabalize it :D

Flight Assist ON!




Multirole:

I wonder about if mission ranges and chain linked missions requiring travel would assist with having jump range be important for more than just explorers and taxis

By that I mean, apart from the outlying systems, most missions pick a cluster of systems within 22 light years or there about.

But if there were some missions that required travel about outside that sphere possible in parts, then it would still be useful to have ships both capable of travel as well as carrying out activities.




No Suggestion vis a vis Short Range fighters
 
While I agree that for combat the jump-range of a ship becomes irrelevant with ship transfer (doesn't matter if timed or instant or pricy), I think it still works as a way to restrict ships into certain roles.

Ship transfer only affects getting the ship wanted to a place quickly (or without the, for most players, unpleasant trip to the destination) once there all the restrictions of the jump-range still apply.

I don't know if that will be enough to make jump-range still something important. I guess it depends on how most players play that game and how many are willing to min/max everything.

I'm not sure if increasing the jump-range of short-range fighters or equalizing the jump-range of all ships would solve anything. Like Bomba Luigi wrote, I think a complete overhaul of the ship balance (related to the roles the ships are intended to be used for) is needed.

Sadly it looks like ED is changing fast into a game where Asp, FDL, Python and Cutter are the only ships anybody will use (not counting stubborn players who just use whatever they like for non min/max reasons).
 
Agree 100%. Jump range should NEVER have been used as a balancing factor. Frontier painted themselves into a corner. They should admit it was a mistake and move forward with ships that are balanced around what you can actually do with them, not which ones can grind distance faster than others.








You missed the point of the thread.

Transferring ships and ship balance are two separate issues. They have been convoluted by making the transfers instant in a system that was designed around jump ranges as a balancing factor. Instant transfers would be easier to swallow in a universe where all ships had the same maximum upgraded jump range. I am advocating for the jump ranges on short range fighters to be increased so that the choice of ship is all about what is the most useful, not which will get me from A to B the quickest. That makes it seem like the mechanic is an exploit to circumvent bad game design around jump range differences.

Cut out the middle man. Introduce thargoid tech that gives everyone a >55 LY jump range.

Frontier always stated "use specific ships for certain purposes", but this never been possible. With ship transfer it finally becomes how it should be from the beginning.

Giving a greater jump range to fighters is not the same:
1) If I am at Sothis in a trader ship, and I want to go to the CZ or fight an annoying fighter - should I go all the way back, pick my fighter, return, fight, then back to my trader, all the way back, ...?
2) Pirate in a FDL with 14ly jump range can't catch me if I have even 15ly range. THAT is a balance. Kill me now or swear at my wake

There will be no balance break. Actually, a new gameplay will emerge: "Galactic Police" or "Military Escort Inc.". Just send a request, and guys (in the same way as Fuel Rats) will jump to a system in minutes, and suddenly the whole area is flooded with Corvettes, FDLs and FASs, making griefers to suck the void.

Isn't THIS is a reason why there is so much moaning about ship teleportation?
 
First off, this is NOT a thread about whether ship transfer instant, or have a timed delay, or whether ships should be transferable. That issue is besides the point, once transfers are allowed the jump range balance meta will be forever changed. This thread takes a look at some of the current popular and niche ships that will most impacted by the change in balance of power:


SHORT RANGE COMBAT SHIPS:

The Fer de Lance,

Granted this ship is AWESOME. So awesome in fact that they nuked its jump range as a balancing factor. However, now you can simply take a shuttle move it from A to B for a fee. So what is the point in keeping the range short at this point? As a pretend balancing factor? So that you can't explore in it? Hmph. Do we really need fewer options for explorers to enjoy the drudgery that is exploration? It's not like combat is a crucial feature of deep space exploration. And any attacks are likely to be much closer to home anyway. So really the short range just becomes a "cool ship tax" in the form of ship transfer fees.

Federal Corvette,

This ship is not widely used because it requires hard to attain Federal ranks. However it is essentially in the same boat with the FDL in terms of Jump Range. It is designed to be a more agile version of the Anaconda/Cutter with larger hardpoints that make it adept at picking apart larger prey. Again, the jump range limitation will now be removable by a sum of Credits, but unlike the FDL, the Corvette is an extremely PRICEY ship. So Federal aligned players may end up with significantly less money in their pocket given that large expensive ships will cost a pretty penny to move from A to B.

Viper Mk III,

Oh man, does this ship ever need some love. Heaviest of the small ships, twice as heavy as a Courier (even though it has 2 fewer internal compartments!) and about as agile as a ship 4 times it's size. It is also very weight dependant so it can be among the slowest of the small ships with enhanced/modded drives. The short range on this ship will now be meaningless, and it should be fairly cheap to move around. So all told, 2.2 will be a slight boon to Viper pilots, but not enough to make it stack up against even an Imperial Eagle, let alone a Courier. But definitely enough that people will fly it once or twice into a combat zone, until they get bored by the "big clunky ship" flight model, power issues, and lack of durability or killing power. The ship will remain a pile of downsides.


LONER RANGE FIGHTER:

Courier,

This is will continue to be used as a racer, a defensive explorer, and even as an all-round multipurpose ship. It has 6 slots decent range, amazing shields, and enough firepower to be vaguely useful in a fight. Nothing can dethrone this overpowered small ship.

Diamondback Scout,

While classed as a fighter, post engineers this ship doesn't do so hot in that role anymore (see below).



COMPROMISE EXPLORER SHIPS:

Diamonback Scout,

This ship may see use as a fun offbrand shuttle craft, but let's remember, the major reason that has such limited compartment space compared to a Cobra is because it has a slightly longer jump range. Despite popular opinion that this is a "combat" oriented ship, it is actually not better than the Cobra or the Courier at combat post-engineers. And now that the jump range is irrelevant? Well, what is the point of a DBS for any practical gameplay purpose? A change of scenery? A larger hitbox than the Cobra to give the NPCs a fighting chance... ? Hmmm. Needs a 2nd look. This ship doesn't seem to respond to engineering in the same that others do, since it loses agility in the boosts, is quite easy to hit from a distance, and can't drain speed quickly enough to recover, or build or maintain speed in boosts quickly enough to get away properly.

^This is a prime example of a ship that will be hurt by the irrelevance of range as a balancing factor.

Diamondback Explorer,

This is a crap ship by any metric other than jump range. It has horrible agility, abysmal speed, undersized compartments, weak shields, and is somewhat flimsy to top it all off. If it wasn't for jump range this ship would be a Cobra Mk IV with crappy hauling capabilities. In 2.2, this ship may see a resurgence as the cheapest >45LY range taxi available. But beyond that, it will continue to be useless as all but a niche explorer ship for people who don't mind stiffing compromises (just to escape the Asp cockpit for a change).



EXPLORER TAXIS:


Asp Explorer,

The Asp Explorer will be the goto taxi for many since it fits the price point to range ratio for a convenience ship. Other that the increased popularity of this already overly used ship, the Asp will be largely unaffected by 2.2 shipping meta.

Anaconda
,

This will be the premiere space taxi of the super rich. It will also continue to be a workhorse among wealthy explorers and non-imperial merchants. There is simply no faster way to get around the galaxy. Also, ship launched fighters won't hurt the king of ships one bit either.

Hauler,

This will continue to be the cheapest space taxi, but instead of being bought and sold at every station when transferring ships, you will buy one ONCE. It will be cheap enough to move anywhere you are, much cheaper than buying a new ship, unless selling your old one and buying a new one where you are is cheaper than transferring it.


MULTIROLE SHIPS:


Cobra IV
Cobra III
Courier
Viper IV
KeelBack
Orca
FAS
FGS
FDS
Sidewinder

All of these ships will be for flavor purposes only. There is no longer any reason to fly them (if there ever was) because there will always be a better ship for the purpose that you can simply pay to have moved to your current location. Some ships like the Cobra III will retain their fans because of sentimentality and maybe a little bit because of the speed (which several of the ships above can beat with engineering anyway). But the common thing about all of these ships is that they can all be boosted to roughly the same middling range. That range may be enough to keep people in these ships, but that really depends on how much it costs to shave off 30% of the jumps between stations. Forget realism, this is a cold hard cash calculation here.

The Keelback may get some play among newer/poorer players since it is the smallest ship to use ship launched fighters.

TRADER SHIPS:

T6
T7
T9
Cutter

Unless moving ships is so cheap that a single trade run would still be profitable after moving them, these ships will maintain their spot in the ecosystem. With the noted exception of the T9 and Cutter which will have ship launched fighters.




CONCLUSION:

So here we see, the only ships that will be cheating/exploiting the ship transfer mechanc to get across the galaxy faster will be the short range fighters. The mid class multirole ships will become even more irrelevant, but they already kind were. So this raises the question: If the purpose of the patch is largely to make it easier for fighters to get around the bubble, then why keep the fighters with a short range? Making the transfers instant isn't for any one else. Let's be honest, no one is in a hurry to trade or mine, and explorers can already get from A to B just fine. Making the transfers for fighters is clearly the reason for this change. So why not just give fighter ships longer range? Why all of this mucking about with a new taxi system that already topples any semblance of "jump-range based balance"???





I agree that if ship transfer ends up staying instantaneous, then jump ranges should be completely rebalanced across the board. I suggest instead of touching the ships themselves, the best way would be for FD to modify the mass vs range formula itself. This way we can avoid any unintended side effects of mass reductions or FSD class increases.
 

Robert Maynard

Volunteer Moderator
I expect that there may be some resistance from Frontier to wholesale change to ship ranges - simply because the new convenience brings the ship to where we docked.

If we then want to travel on from there in that ship we will do it the same way as we got to that dock - by travelling conventionally.
 
I just don't see how you consider it cheating or an exploit. Short jump range ships still have short jump range, which balances them in a specific engagement by limiting their ability to run/chase. Getting around the galaxy should not be a balance factor. (Outside of exploration beyond human space which obviously is unaffected).
 
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Good post OP; I'm unmoved by the new transfer system either way really as I expect we'll all cope regardless of the grumbling but I can't help feeling that they should just have added a zero to all ship jump ranges (as per the news of new jump tech) and left it at that.
 
Agree 100%. Jump range should NEVER have been used as a balancing factor. Frontier painted themselves into a corner. They should admit it was a mistake and move forward with ships that are balanced around what you can actually do with them, not which ones can grind distance faster than others.

Indeed. I agree that no ships sould be gimped in the FSD range derpartment like the Corvette, FDL and Viper are.
IMO, no ship should have less than 18-20 lyr range. It good that some ships have higher range, like the ASP and
such, but having ships with 12lyr range is ridiculous.

Also, I agree that the DiamondBack really need a second look and balancing by FD. The DB/X in particular is a piece of
crap only second to the Cobra MKIV. I would be in favor :

  • Buff the DBS speed, close to the cobra but not quite as fast. This ship is a long range fighter and should be able to work as such. It has the best hardpoint placement for fixed weapons at the moment.
  • For the DBX : It could live with one more internal, better speed and agility. At the moment it cannot be used for trading, nor exploring without making a lot of compromises nor fighting (its a flying turd and the C3 hardpoint feels out of place given how bad the ship performs in combat)
  • FDL, Corvette and other craptastic FSD range ships : buff range to ~18-20 lyr.
  • I would argue that one of the passenger ship should have explorer range FSD, i.e. 30+ to improve the variety of ships picked for exploration. Either the dolphin or the orca.
  • T9 : I would really argue to reduce its hull mass from 1000 -> 500t and add a C8 internal. It's a bit ridiculous that the much larger cutter has a lower hull mass and carries more than the bulk freighter. Just sayin'
 
Indeed. I agree that no ships sould be gimped in the FSD range derpartment like the Corvette, FDL and Viper are.
IMO, no ship should have less than 18-20 lyr range. It good that some ships have higher range, like the ASP and
such, but having ships with 12lyr range is ridiculous.

Also, I agree that the DiamondBack really need a second look and balancing by FD. The DB/X in particular is a piece of
crap only second to the Cobra MKIV. I would be in favor :

  • Buff the DBS speed, close to the cobra but not quite as fast. This ship is a long range fighter and should be able to work as such. It has the best hardpoint placement for fixed weapons at the moment.
  • For the DBX : It could live with one more internal, better speed and agility. At the moment it cannot be used for trading, nor exploring without making a lot of compromises nor fighting (its a flying turd and the C3 hardpoint feels out of place given how bad the ship performs in combat)
  • FDL, Corvette and other craptastic FSD range ships : buff range to ~18-20 lyr.
  • I would argue that one of the passenger ship should have explorer range FSD, i.e. 30+ to improve the variety of ships picked for exploration. Either the dolphin or the orca.
  • T9 : I would really argue to reduce its hull mass from 1000 -> 500t and add a C8 internal. It's a bit ridiculous that the much larger cutter has a lower hull mass and carries more than the bulk freighter. Just sayin'

Yeah, the DBX really needs some help in the agility department. But I don't hate that hardpoint to be honest. I turned it into a fun little distraction wtih a C3 pulse laser and two B2 plasma accelerators :D Now if it wasn't such a pain to try and aim track ships with it due to poor turn rate xD
 
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