Never again the T-9

To be frank, since long time, i don't really think about a conda nerf, but more in favor of a T9 massive cargo capacity upgrade. We need all T-X ships be better in trade than others ships in the same category.

I would not mind if all ships were rebalanced according to core stats and Small/Medium/Large classification was made from MASS as well as volume.

I cross referenced ship measurements against the Coriolis EDCD tool and an interesting tidbit is that ship pad size makes no g sense either.

http://www.janichsan.de/ED_Ship_Chart_White_V2_3.png

- The python is physically larger (length/width) than the Type-7 and the latter is classified as LARGE. And while the T-7 is indeed heavier that is no indication that it should be classified as large since other ships that are lighter than the Python are also classified as Large (The Orca for example).

Then i looked at fully laden tonnage of E fitted factory ships and found the following that the amount of module mass each hull in comparison to it's base hull mass is somewhat bizarre.

- The Hauler and Anaconda sits at 32-33% of it's total tonnage as hull weight and a full 67-68% of the total mass as modules
- The Diamondback Scout and Viper MkIV has 72-68% of their total tonnage as hull mass and a mere 32-34% tonnage as modules
 
Pointless arguing about numbers and trying to make sense of it as weight in all cases are just figures that in part are used as balancing tool for ship performance such as speed, jumprange, agility etc. You do notice all modules follow a pattern when looking at weight, right? And you're asking for realism when this exists?


But sure, add mass to the Anaconda, and watch FDev tweak the hidden numbers that we cant see on the UI to make it perform roughly the same minus the jumprange. But at least we can celebrate it makes sense now, right? Just like the 128T 7A Collector limpet controller.

Said it before but I'd like to see somebody create a spreadsheet which shows the performance of all the ships, according to their statistics, without any of the hidden fiddle-factors applied.

Seems, to me, that ultimately there needs to be consistency in the way ship-stat's are applied and then FDev need to work a bit harder to find plausible ways to differentiate between ships.
One simple suggestion being, for example, if the Anaconda is supposed to be a "super-explorer" then fit it with a hokey PDist so it can't run powerful weapons and A-rated thrusters at the same time.

And of course, the modules, themselves, could certainly benefit from similar scrutiny.
Quite why a shield-booster fitted to an Eagle requires the same amount of power as a booster fitted to a Cutter, for example, is beyond me.
Surely the power requirements of the SB should be a function of the power required by the shield they're boosting rather than a fixed value?

And why does the Sensor package on a Cutter weigh hundreds of tonnes when the sensor package on an Eagle can do exactly the same job and only weighs 2.5t?
Is there some reason why the same box of electronics wouldn't be fitted to both ships?

Again, I get that it's done for "balance" but I would have thought the way forward should be to standardise stuff like this and then find more plausible ways to "balance" the ships overall.
 
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Stop trying to nerf my Conda people. :p

Gettin' real tired of my favourite ships getting nerfed. lol

Python. Nerfed.
FDL. Nerfed (ok, that was fixed, but still).
Anaconda. Talk of nerfs. Please no!

While my exploration Anaconda has a really good range, my PvE one does not. 25~ly, which is comfortable for bubble travel, but any lower and it'll become the FDL of my fleet, and I just transfer everywhere. Lol

Using the T9 for mining is extremely dangerous, IMHO.
It's poor speed, poor defences, poor hull and shields, all make it a death trap when you're within a mass lock area.
Last time I mined in a T9, I spent more timing jumping in and out avoiding pirates, than mining.
Lol
 
Again, I get that it's done for "balance" but I would have thought the way forward should be to standardise stuff like this and then find more plausible ways to "balance" the ships overall.

The only way is to move even more towards hidden figures.

Realism and balancing are in effect mutually exclusive here. Either the figures appear realistic, and hidden numbers tweak the results to achieve game balance, or the game balance defines the figures we see.

I'm happy with the system we got. I couldn't care less whether a ship shows a 400T or 4,000,000T hull mass in outfitting, as long as it does its job in the field and behind closed doors we can calculate why.

Tbh there are very few hidden figures, and even less you can't look up. I worry more about whether the game balance is correct (so again...why the C8 distributor? -_-)
 
Said it before but I'd like to see somebody create a spreadsheet which shows the performance of all the ships, according to their statistics, without any of the hidden fiddle-factors applied.

Seems, to me, that ultimately there needs to be consistency in the way ship-stat's are applied and then FDev need to work a bit harder to find plausible ways to differentiate between ships.
One simple suggestion being, for example, if the Anaconda is supposed to be a "super-explorer" then fit it with a hokey PDist so it can't run powerful weapons and A-rated thrusters at the same time.

And of course, the modules, themselves, could certainly benefit from similar scrutiny.
Quite why a shield-booster fitted to an Eagle requires the same amount of power as a booster fitted to a Cutter, for example, is beyond me.
Surely the power requirements of the SB should be a function of the power required by the shield they're boosting rather than a fixed value?

And why does the Sensor package on a Cutter weigh hundreds of tonnes when the sensor package on an Eagle can do exactly the same job and only weighs 2.5t?
Is there some reason why the same box of electronics wouldn't be fitted to both ships?

Again, I get that it's done for "balance" but I would have thought the way forward should be to standardise stuff like this and then find more plausible ways to "balance" the ships overall.

The funniest example for crap balance is the iCourier vs Adder.

3E shield on the Adder and 78 base shield
2E shield on the iCourier and 230 shield

Both ships weight 35 tonnes and with the Adder having slightly more hardness and armour and the Courier more speed and overall larger hardpoints.

There is no reason for these ships to be so different in shields.

- The greater speed of the Courier can be explained by the lower hardness and armour value (a little handwaveium)
- The total mass is higher on the courier but it has two larger hardpoints and a larger powerplant so there is that

But shields? It's an entire TIER of lower shield generator from a 3E to a 2E the iCourier has but manages to have 3 times the adders shield...with WHAT?

Yes it's expensive in comparison but tiering ships like this makes a lot of ships pure stepping stones which is the wrong way to go IMHO.
 
T9 excels at short range trading and mining. Use it for what its good for. Use other ships for what they are good for.

Now, if only FD would change the MLF on it to be somehing reasonable...
 
T9 excels at short range trading and mining. Use it for what its good for. Use other ships for what they are good for.

Now, if only FD would change the MLF on it to be somehing reasonable...

MLF? Other than something rude ;) I am not sure what that is... Unless you meant SLF? (A mining support SLF would be very cool)
 
The only way is to move even more towards hidden figures.

Realism and balancing are in effect mutually exclusive here. Either the figures appear realistic, and hidden numbers tweak the results to achieve game balance, or the game balance defines the figures we see.

I'm happy with the system we got. I couldn't care less whether a ship shows a 400T or 4,000,000T hull mass in outfitting, as long as it does its job in the field and behind closed doors we can calculate why.

Tbh there are very few hidden figures, and even less you can't look up. I worry more about whether the game balance is correct (so again...why the C8 distributor? -_-)

Nah,

I get that it might appear to be (mostly) working on the surface but it just creates constant headaches for the dev's and confusion for players.

Going forward, it'd be far better to eliminate all the fiddle-factors and rely on consistent calculations.
That way, whenever you design a new ship you've got a bunch of pre-defined tools which calculate it's stat's and then you can tweak things to obtain the desires results.

I suspect that the big problem is that they can't actually "nerf" anything in a meaningful way as long as somebody's flying it.
It'd be a bit of a downer if you were exploring Beagle Point in your Anaconda, logged off for the night and then, when you logged back in, you found that your ship no longer had sufficient jump-range to get to another system or that the slot which you had your SRV or AFMU in had vanished, taking a module with it. :p
 
Nah,

I get that it might appear to be (mostly) working on the surface but it just creates constant headaches for the dev's and confusion for players.

Going forward, it'd be far better to eliminate all the fiddle-factors and rely on consistent calculations.
That way, whenever you design a new ship you've got a bunch of pre-defined tools which calculate it's stat's and then you can tweak things to obtain the desires results.

I suspect that the big problem is that they can't actually "nerf" anything in a meaningful way as long as somebody's flying it.
It'd be a bit of a downer if you were exploring Beagle Point in your Anaconda, logged off for the night and then, when you logged back in, you found that your ship no longer had sufficient jump-range to get to another system or that the slot which you had your SRV or AFMU in had vanished, taking a module with it. :p

I think it would have to be "serviced" on docking
 
Nah,

I get that it might appear to be (mostly) working on the surface but it just creates constant headaches for the dev's and confusion for players.

Going forward, it'd be far better to eliminate all the fiddle-factors and rely on consistent calculations.
That way, whenever you design a new ship you've got a bunch of pre-defined tools which calculate it's stat's and then you can tweak things to obtain the desires results.

I suspect that the big problem is that they can't actually "nerf" anything in a meaningful way as long as somebody's flying it.
It'd be a bit of a downer if you were exploring Beagle Point in your Anaconda, logged off for the night and then, when you logged back in, you found that your ship no longer had sufficient jump-range to get to another system or that the slot which you had your SRV or AFMU in had vanished, taking a module with it. :p

Eh?

Hidden figures are needed. Otherwise FD cannot achieve any level of intended balance. If you want to propose to FD that we remove all existing combat balance because it upsets you to see a big ship with a 400T hull, be my guest, but that's the only "headache" it causes :)
 
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Yes but while you're travelling to Flic' in your T-9 you could probably have gotten to Elite in Trading using only a stock Hauler right?

Sorry being a bit Salty there ;)

Or ... you could have grinded to get a Cutter and become elite trader in one weekend.
 
Eh?

Hidden figures are needed. Otherwise FD cannot achieve any level of intended balance. If you want to propose to FD that we remove all existing combat balance because it upsets you to see a big ship with a 400T hull, be my guest, but that's the only "headache" it causes :)

Intended balance?

The only balance they have is basically Ship Better = More Expensive

Certain ships are simply illogical and imbalanced. The iCourier is a prime example with a bloated shield value while using a smaller shield than the Adder and simply being more expensive.

- Shield generators should give X base MJ
- Shield generator size gives Y MJ recharge rate
- Modified by MIN/OPT/MAX hull VS actual hull mass

There should be no hidden minimum values pulled out from the air.
 
I'll admit I can't see much use for my T-9 now I have a Cutter but prior to that I used the T-9 for every trade CG since I bought it, despite having owned an Anaconda for about 6 months before that. For short-haul trading the low jump range doesn't matter.
 
Yeah, T9.

https://i.imgflip.com/1xci90.jpg

Bought one after the Kamadhenu campaign to play following ones and fully A-graded it.

It resulted in me being unable to run away from interdictors, unable to outmaneuver interdictors, outlast damage made by or deliver proper damage to aggressors fast enough.
The jumprange was >>MEDIOCRE!<< at best, taking me thrice the time I could have used when flying an IClipper: Transporter-Configuration, notwhithstanding the time the T9 needed to dock.

The only way to survive even single encounters above "Competent" was to High Wake out of the target system and then to return and try again (sometimes twice in a row).

Sure the cockpit is awesome, the boost sounds mighty and you feel like a an oil greased titanium snowflake amongst all the goldrushed Cutters and Condas. But that was all there was to it.

It ended up with me being blown up by an "Expert" Diamondback with a torpedo to my Power Plant. An opponent I usually brush aside with ANY ship I fly...!

So, I switched to Anaconda for combined transporter-passenger runs finally.

And - while I have fond memories of wishing my shrimp coloured T9 to work properly - I never looked back.

Pity, that...!
Funny image. Here are my ten
 

dayrth

Volunteer Moderator
Well, I tried the T-9 ONCE because I wanted to deliver 500 tonnes of cargo in one go.

- Had to refuel TWICE to get there
- Poor jump range

In comparison I could have taken the Beluga for 10 more millions, FAR better jump range and TWICE the fuel tank.

Sure, i "only" squeeze in around 300 cargo but in the time the T-9 took to get there with refuelling I could have taken the Beluga there TWICE without refueling.

Sure, the T-9 has more HP and hardness but the Beluga's mass lock factor is better, not to mention the Beluga's speed.

Im sure the T-9 if engineered can be awesome but until then...no.

Pretty much the opposite reaction from me. I owned a Beluga. Did many a passenger mission in it. Steered like a heard of cats. Overheated if you looked at it funny. I had heard a lot of not so great things about the T9 so never bothered with one, but I just started hauling stuff for a CG and as I didn't have to go far to get the supplies I needed so I decided to bite the bullet and try a T9. I was pleasantly surprised. Doesn't drift like the Beluga. Handles the heat well. I find it easier to dock (and take off). Even seems a bit quicker (top end and acceleration).

I think I might keep it. Sold the Beluga. :)

(A rated power plant, power distributer, thrusters and FSD. Bi-weave shields. D rated everything else. Gets me out of most situations I would rather not be in)
 
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Intended balance?

The only balance they have is basically Ship Better = More Expensive

Certain ships are simply illogical and imbalanced. The iCourier is a prime example with a bloated shield value while using a smaller shield than the Adder and simply being more expensive.

- Shield generators should give X base MJ
- Shield generator size gives Y MJ recharge rate
- Modified by MIN/OPT/MAX hull VS actual hull mass

There should be no hidden minimum values pulled out from the air.

Really? Still crusading against the iCourier?
 
There should be no hidden minimum values pulled out from the air.

Your word against FDs.

It sounds like you are after a different game mate. If you want something where all the figures are nice and realistic, it's called a "simulator", and there's a whole less lot shooting in it than you'd like.

Without the shield value, ships don't even have a shield rating. If they all had a constant figure, then most of the ship shields would make no sense.

Put the indignation banner down, because this is bordering on the most asinine complaint I've heard about ED. Next up: World of Warcraft is a travesty because expensive gear is better and spells use a value that doesn't make RL sense.
 
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