Ways to escape in a T9

High waking sounds like a waste of time. What if your target is several thousands os ls away from the jump point?

This is right, in this case...don't escape. Instead wait for the police and fight and stay until the opponent is destroyed. Than low-wake again :)
That's the reason why we better don't fly with a T-9 into low security or anarchic systems ;)
 
CL is a good defense, and PD is the icing on the cake.

About combat logging: FD hate this with a passion, and is the fast road to the shadow servers.
 
High waking sounds like a waste of time. What if your target is several thousands os ls away from the jump point?

Yes, high waking is always a waste of time when you're already in your destination system. However, if you are interdicted between the jump point and your final destination, low waking is generally pointless (unless you're really near the destination) as you'll be interdicted by the same NCP again... and again...

If your shields are depleted a little more each time, then you're probably not going to survive.
 
... If its a murder NPC though. Nasty.
I had an encounter with one of those in my T9 back in 1.2 (Wings). That was before there were PP or even engineered weapons and the AI was way easier to fight. Hardly made it. I already had 7A shields (and money for re-buy, of course). Shields for the T9 are way too expensive and way too weak.

Sell your T9, go back to the Python. Don't look back as if it was a mistake, just think of it as an interesting experience.
 
I'm just gonna use this opportunity to point out once again that sacrificing the second largest module slot for the shield in the Type-9 still gets you killed. That's how rubbish the "base shield" balancing is for the Type-9.

My Type-9 will probably stay grounded until it gets a rebalance. Or maybe I should just go for the Cutter already and forget all about it.

5A or 6A combined with triple or Quad boosters. That is all it takes to survive, the rest is down to you. If you are getting killed with that loadout then the problem is in the driver's seat. Yes the devs could buff the ship, but at the end of the day all they are doing is masking the root problem a chunk of cmdrs here seem to demonstrate - Poor PIP management and defensive technique.

Funny thing is the T9 doesn't even require active PIP management, fly the ship in a 4SYS 2ENG configuration if your PIP management is bad. Don't run away like a little schoolgirl, the AI (and many Cmdrs) are incredibly predictable, circle the attacker during the cooldown (preferably FA-OFF) Or even better, fight back, the AI will go into a defensive mode.
 
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... in a T9.

If you can circle an attacker in a T9, he's probably no threat at all.

You obviously have no idea what you are talking about.. Situational awareness/maintaining distance/FA-OFF/Use of all thrusters, this includes lateral/vertical boost & boosting past the attacker. The key is to keep the attacker moving, this is basic stuff.

Are you another one of those guys that claims to know what they are doing, yet gets murdered if they fly anything less than a 1000mj shielded freighter?
 
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Jex =TE=

Banned
Mass lock facktor is a        ing joke. Pure random value.
A Python masslocking a t9?
The 400t class 6 fsd Anaconda has a mlf of 23 the Beluga Liner at 1100t class 7 one of 18...

It can't get more arbitrary than this.

Dear god.....


They just make it up, everywhere and this is just extremely poor design. I suppose thinking of how ship internals and hulls and stuff is just too much - why bother with that when you can make up any old          and then when you carry on making the game, it all falls apart and makes no sense later on because you never made a ruleset to begin with.
 
... in a T9.

If you can circle an attacker in a T9, he's probably no threat at all.

You obviously have no idea what you are talking about.. Situational awareness/maintaining distance/FA-OFF/Use of all thrusters, this includes lateral/vertical boost & boosting past the attacker. The key is to keep the attacker moving, this is basic stuff.

Are you another one of those guys that claims to know what they are doing, yet gets murdered if they fly anything less than a 1000mj shielded freighter?

What 777Driver said...

Now, this may not necessarily be a factor but just to point out that 777Driver actually is a pilot. Just from my own sailplane and hang-gliding days in my misspent youth I can tell you that the experience of controlling an actual aircraft does something to how you perceive 3d space around you and it DOES translate to how you "think and move" in a game like ED. Since his experience is current I'm sure he's better at it than I am :) If he says it can be done, I think you can believe him.
 
Does chaff actually work now?

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Yeah just target another system, any darn system, and jump outa there.
 
Well guys, like I said.....

The normal 100% effective method I used before is no longer viable. I didn't have a chance to switch jump modes because my shields, jump drive and thrusters all went down at the same exact time. I was at 86% Hull I think and sat there watching him take me to zero.

If FD doesn't like Logging....too bad! Spend some time looking over illogical build designs in your game. I'll log anytime if it maintains my level of fun without causing detriment to another player. (I only play Solo and Mobius). I've never done it it yet, but if I get in a jam where it's going to cost me 6 million in rebuy.....I'll log. (only in the T9 because other ships have ways out)

Hopefully it won't be an issue if we can get some very small bumps for the T9. It makes me feel like I am flying the Prometheus or the Serenity etc. I have half a billion in credits, but only get to play an hour or two a day every other day or sometimes just a weekend. I just love to play at my pace and unfortunately some of FD's designs destroy that................so again, I've never logged in Combat, but I will, (against an NPC), if needed......but I'd rather find a design build or strategy around it because my cash is flying out the window lately.
 
I still don't understand how they came up with these mass-lock numbers. Nothing should be able to mass-lock a T9 except for a Cutter. Why does a python at 1/3 the mass have a higher mass-lock factor than the T9??
 
Sorry for the loss.

A 7A shield costs about $52 million. It's the 6A that costs $16 million (and may be a bit sub-optimal for the Type-9).

The Python does indeed mass lock a Type-9. The FSD charge being slowed only applies when you try to "Low Wake" or jump back into Super Cruise inside the same system.

The best way to escape such a situation is to "High Wake", done by targeting another system and jumping out of the current system. In this case, the mass lock does not slow the FSD charge time at all.

The 6A should keep you alive long enough to make a high wake jump, at least vs. many NPC. For Open play, I'd suggest a 7A shield.

EDIT: And I vote for never logging off. Even against an NPC.
This. Every single point. I'd add shield boosters and maybe a SCB along with chaff and point defence.
 
I still don't understand how they came up with these mass-lock numbers. Nothing should be able to mass-lock a T9 except for a Cutter. Why does a python at 1/3 the mass have a higher mass-lock factor than the T9??

I agree. If I were to guess I would say the T9 was designed by two different people at FD with two different visions and those visions clashed. We now have a Large ship that moves like a Capital ship, but is subject to an environment that requires it to a Large or Medium build.

It's purpose has been lost in the game.

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This. Every single point. I'd add shield boosters and maybe a SCB along with chaff and point defence.

I have the shield boosters, chaff and point defense,but I think the issue is with the speed of it all. I plan things out ahead. (I'll do this this and this....I'll have roughly this much time to do it). I've had 3 brain surgeries which do not allow for a speedy recovery concerning motor skills. (Moving view to Nav and selecting another system would be very cumbersome).......when a smaller ship mass locks me and drops my shields, Thrusters and FSD.....there isn't much you can do.
 
Since it can take it, I suspect we're expected to have SLF's on T-9's now to buy escape time.
With mines now bordering on useless for dealing with NPC's, it looks like I'm going to be re-re-refitting my Python to run cargo in, since its weapons systems reduce even NPC Anacondas to rubble in moments. But that means even slower progress, which was already slow to begin with, Hence I am redubbing Elite 2.2: The Slowdown

As for logging off against NPC's - I neither condone nor condemn this behavior. It's your experience, experience it however you like. But the first time an NPC posts a QQ-thread here about players logging on them, I'm going back to No Man's Sky.
 
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I found that using small engineered HRPs instead of shields works well for me. I ran into the same issue a long time ago - smaller shields on a T9 are very weak and large shields take up too much space and are still kinda weak. Then I realized that in terms of overall HP, hull reinforcement gives much more benefit at low weight.

So I have no shield on my T9, just two class 3 HRPs. Lightweight hull and HRPs are engineered with grade 5 mods for a total of 1300 armor and over 30% resistance. It's way more HP than a small or medium shield would provide and I can carry 512 tons of cargo. This also means that I don't need any shield boosters and went with 4x point defence in all utility slots. For weapons I use 2 medium beam turrets in top hardpoints, 2 small seeker missiles in front hardpoints and a mine launcher in bottom hardpoint which I have not used in quite some time. Because of having no shield I can run all this with smaller powerplant and don't need to worry about pip management - I run 0/4/2 pretty much all the time, switching to 0/3/3 in longer fights.

I made quite a few cargo runs with this configuration in 2.1 and never got killed. Smaller ships like Cobra and Viper are easily killed and I usually lose around 10% hull in these fights. Beam turrets are surprisingly effective and if I manage to get a missile lock the seekers are very good at disabling enemy weapons. Python or FAS is tricky but I was able to kill an elite Python NPC once. I don't fight elite Anacondas - if I don't want to fight I just jump away, the hull lasts quite a while.

I am aware that this build is vulnerable to module sniping but NPCs don't do that so it's not much of an issue. I can't get masslocked by "meta of the day" FDL. I was able to survive several player attacks, although if I got interdicted by a Corvette or Cutter I would most likely get killed. Still, 8-9 M rebuy is much cheaper than a Cutter and T9 with 512 tons of cargo can make that money in just a few jumps.
 
I found that using small engineered HRPs instead of shields works well for me. I ran into the same issue a long time ago - smaller shields on a T9 are very weak and large shields take up too much space and are still kinda weak. Then I realized that in terms of overall HP, hull reinforcement gives much more benefit at low weight.

So I have no shield on my T9, just two class 3 HRPs. Lightweight hull and HRPs are engineered with grade 5 mods for a total of 1300 armor and over 30% resistance. It's way more HP than a small or medium shield would provide and I can carry 512 tons of cargo. This also means that I don't need any shield boosters and went with 4x point defence in all utility slots. For weapons I use 2 medium beam turrets in top hardpoints, 2 small seeker missiles in front hardpoints and a mine launcher in bottom hardpoint which I have not used in quite some time. Because of having no shield I can run all this with smaller powerplant and don't need to worry about pip management - I run 0/4/2 pretty much all the time, switching to 0/3/3 in longer fights.

I made quite a few cargo runs with this configuration in 2.1 and never got killed. Smaller ships like Cobra and Viper are easily killed and I usually lose around 10% hull in these fights. Beam turrets are surprisingly effective and if I manage to get a missile lock the seekers are very good at disabling enemy weapons. Python or FAS is tricky but I was able to kill an elite Python NPC once. I don't fight elite Anacondas - if I don't want to fight I just jump away, the hull lasts quite a while.

I am aware that this build is vulnerable to module sniping but NPCs don't do that so it's not much of an issue. I can't get masslocked by "meta of the day" FDL. I was able to survive several player attacks, although if I got interdicted by a Corvette or Cutter I would most likely get killed. Still, 8-9 M rebuy is much cheaper than a Cutter and T9 with 512 tons of cargo can make that money in just a few jumps.

Do NPCs not snipe? I ask as I do not know. I had the 7C Bi-Weave and some armor add ons. I can go back to it. How much does the extra weight affect the already bad turning?
 
I carry a 6A shield and 3 boosters plus a chaff launcher in my T9. I put 4 pips to shields and 2 to thrusters. I carry no weapons. I just submit, wait a bit and jump. Never had any trouble. But it's true that Pythons do mass lock a T9 and it took me a couple times a few more seconds than usual to escape. But i only lost one or two sheild rings shields in those ocurrences.

I'm thinking in giving her Heavy duty upgrades for my shields and boosters and a lvl 5 upgrade to FSD spool time.

Also a Dirty Drive tunning lvl5, not for more speed off course, as i wouldnt get much, but to see if that giant brick is a little bit more manouvrable. Joystick feels so heavy...
 
What 777Driver said...

Now, this may not necessarily be a factor but just to point out that 777Driver actually is a pilot. Just from my own sailplane and hang-gliding days in my misspent youth I can tell you that the experience of controlling an actual aircraft does something to how you perceive 3d space around you and it DOES translate to how you "think and move" in a game like ED. Since his experience is current I'm sure he's better at it than I am :) If he says it can be done, I think you can believe him.

I can't speak to that, but I will say that installing head tracking increased my awareness and how I think about flying immensely. It's something like a switch going off in your brain. I don't even use head tracking often anymore, but the switch stays on.

Anyway, this thread is depressing to read as a Type 9 pilot. Here's a simple technique you can employ with great success- When you get interdicted (first try to win. You never know. The T-9 has mass in its favor for interdictions. I win them fairly frequently), if you submit, boost forward (away from your enemy) and FA:OFF pitch toward your opponent and deploy hardpoints. By doing that, you've gained distance, you've faced your opponent so you're not a sitting duck, and your offense is at the ready. Full pips to shields now.

Now, if you're carrying cargo, there is no point in playing Mr. Nice Guy. If your target is Wanted, Open Fire (I like to use Seeker Missiles). This will force the NPC to take defensive measures or maneuvers. If they are rushing toward you, then boost into them to cause them to overshoot. More time off target for them is more time you have to escape.

Now, look at your FSD spool time. Guess what? You should be able to jump to the next system now. Retract hardpoints, lock in your destination system from the quick panel on the left, and start jumping.

This is literally all I do when I'm feeling lazy and don't want to fight in my Type 9. When I'm feeling up to a fight, well, things get more interesting! You can kill highly rated combat ships in a Type 9, (or make them run), make no mistake. It's easier just to jump away, though. ;)
 
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