How do you all think this type 10 build would survive in open?

I mostly fly in open these days but thats either in a python or FDL with g5 engineered shields and g3 thrusters. So i feel confident enough in those since they are pretty quick and the FDL especially has a somewhat ridiculous shield MJ.
I can take down a deadly NPC corvette without the second ring of shields turning red.

I dont trust the type 10 since its slow and not very maneuverable, even though it has a fighter (which pop like grapes in my experience against them)
So i wanted some opinions, is this a good survivable trader build for open play?

https://beta.coriolis.edcd.io/outfi...5gGzSRCIoA===&bn=type 10 trading combat build
 
I don’t play in Open but am a T10 fan.
With that said I am of the school of “if you’re going to trade then trade”, i.e., to me a multi-purpose capable ship doesn’t mean multi all at the same time. Fighting interferes with the traders bottom line.
I would dump the weapons, SRV, fighter, and docking computer, and put in cargo racks.
Then I would trade one of the PD’s for a heatsink launcher. The T10, already a cool runner, becomes like a stealth bomber with heatsinks. If interdicted fight it if you like but when you finally submit turn on the gas (don’t boost), pop chaff and heatsink and low/high wake away.
Thats my .2 cents. Your shields, Hull, and armor seem adequate to me to survive a submit & jump but not real familiar with Engineered weapons. Be interested to hear from a pirates point of view.
 
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Not a pirate myself, but I'm still (slowly...) engineering my T-9. My open survivalbility is still low (was killed by every CMDR who interdicted me so far).

That said, a well known pirate once said that chaff on a T-9/T-10 is about as useful as a ghillie suit on the Eiffel tower. That thing is just too big and too slow. If you get interdicted by a PvP killer Cutter (or multiples thereof), your survival is about as long as they need to crack your shields. Next is a couple of penetrators through your power plant, and you're done.

If you're up against RP pirates, I received the recommendation to go for force shells. Scramble lasers might also come in useful - anything, actually, that makes it hard for them to hit you with something nasty.
 
I have engineered a trader FSD for strength to swap into my T-10, to avoid the FSD being taken out too soon before I can jump away.

That build is really down to your skills ... you will only know when you try it, to be honest, and even then it depends on what weapons are engineered by the pirate who attacks you.

Personally, as said above, I would ditch the docking computer (it is easy to get through the slot and to land) and the SRV for a little more cargo room.
 
I'd say to survive long enough to high wake you want reinforced A grade shileds or prismatics plus 8 engineered boosters.
 
Ah. Didn’t notice the 7 shields were D-rated.
Guess I would try 6A’s first just for the cargo room.
As mentioned above the skill of your opponent, his ship, and weapon type and Engineers, make all of this almost a guessing game. Guess you’ll know you’re on the wrong track when you see a rebuy screen.
 
Unless you're going to take more cargo, use an Anaconda. It jumps further and turns faster, flies faster, has bigger shields, carries more, and has a magical hull mass that is optimised for just a 5A shield, meaning your C7 bay can be used for 128T of cargo.

IMO the T-10 is a great ship for raw dps on heavily armoured targets, it's going to be great for facetanking thargoids I think, but for all other PVE and certainly PVP, it's underwhelming slow and an unarguably worse choice than many other ships.

If you simply want to play with the new ship and trade in it, your best bet is to kit it out for handling damage without shields. That means point-defense, MRPs, HRPs, armoured PP, armoured PD, and military composites. The shield needs to be up again fast to prevent you from attrition from multiple attacks, so a heavily augmented bi-weave makes sense. It'll be up in 40 seconds if you give it 4 sys pips. Without shields your biggest threat is explosive damage causing area damage to multiple modules per hit and burning through your MRPs too fast. Torpedos are more of a PVP threat, but since the T-10 turns so slowly, efficient laser turrets are your friend and you can target torpedos with the "target highest threat" key very quickly. Once the beams have dispatched your attacker's shields, then you want to pull a reversie and volley them with missiles.

For the record, I haven't used this in a T-10, but I'm applying my experience of a T-9 build I had fun with last year. The T-10 is just as slow and unmaneuverable, but at least it can shoot back in a meaningful way and that hull hardness makes it an even better tank.

https://eddp.co/u/hvaTJ1oJ
 
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Deleted member 115407

D
I mostly fly in open these days but thats either in a python or FDL with g5 engineered shields and g3 thrusters. So i feel confident enough in those since they are pretty quick and the FDL especially has a somewhat ridiculous shield MJ.
I can take down a deadly NPC corvette without the second ring of shields turning red.

I dont trust the type 10 since its slow and not very maneuverable, even though it has a fighter (which pop like grapes in my experience against them)
So i wanted some opinions, is this a good survivable trader build for open play?

You could build a comparable T-9 for less cash cash, and have more cargo space to boot.

https://eddp.co/u/bQ4h1itA

Outfitted on the assumption that you want to fight NPCs every once in a while. Weapons of your choice (and you'd have to upgrade the plant). If not, then just dump the fighter hangar.

D-rated power plants are crap. Look at that ridiculous heat efficiency. Just go with the A plant in the next size down.

And you will trade with what?

400T of cargo space?

I mean, we can't all be running around in paper-thin, min-maxed traders that fall to pieces every time a griefer merely instances with them.
 
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You could build a comparable T-9 for less cash cash, and have more cargo space to boot.

https://eddp.co/u/bQ4h1itA

Outfitted on the assumption that you want to fight NPCs every once in a while. Weapons of your choice (and you'd have to upgrade the plant). If not, then just dump the fighter hangar.

D-rated power plants are crap. Look at that ridiculous heat efficiency. Just go with the A plant in the next size down.



400T of cargo space?

I mean, we can't all be running around in paper-thin, min-maxed traders that fall to pieces every time a griefer merely instances with them.

I suggest don't ditch the SLF ... so long as you can launch it quickly in the first place, it distracts the opponent while you make your gettaway. I've seen the difference in both PvE and PvP.
 

Deleted member 115407

D
I suggest don't ditch the SLF ... so long as you can launch it quickly in the first place, it distracts the opponent while you make your gettaway. I've seen the difference in both PvE and PvP.

Oh, very nice!
 
Not a pirate myself, but I'm still (slowly...) engineering my T-9. My open survivalbility is still low (was killed by every CMDR who interdicted me so far).

That said, a well known pirate once said that chaff on a T-9/T-10 is about as useful as a ghillie suit on the Eiffel tower. That thing is just too big and too slow. If you get interdicted by a PvP killer Cutter (or multiples thereof), your survival is about as long as they need to crack your shields. Next is a couple of penetrators through your power plant, and you're done.

If you're up against RP pirates, I received the recommendation to go for force shells. Scramble lasers might also come in useful - anything, actually, that makes it hard for them to hit you with something nasty.

Two fighters at a time NPC and me seems like one viable answer
 
I mostly fly in open these days but thats either in a python or FDL with g5 engineered shields and g3 thrusters. So i feel confident enough in those since they are pretty quick and the FDL especially has a somewhat ridiculous shield MJ.
I can take down a deadly NPC corvette without the second ring of shields turning red.

I dont trust the type 10 since its slow and not very maneuverable, even though it has a fighter (which pop like grapes in my experience against them)
So i wanted some opinions, is this a good survivable trader build for open play?

https://beta.coriolis.edcd.io/outfi...5gGzSRCIoA===&bn=type 10 trading combat build

Make it as fast as possible...

Games been out too long to trust any build that relies on damage soak. Too many god rolls out there. Make it fast.
 
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Deleted member 115407

D
Not a pirate myself, but I'm still (slowly...) engineering my T-9. My open survivalbility is still low (was killed by every CMDR who interdicted me so far).

That said, a well known pirate once said that chaff on a T-9/T-10 is about as useful as a ghillie suit on the Eiffel tower. That thing is just too big and too slow. If you get interdicted by a PvP killer Cutter (or multiples thereof), your survival is about as long as they need to crack your shields. Next is a couple of penetrators through your power plant, and you're done.

If you're up against RP pirates, I received the recommendation to go for force shells. Scramble lasers might also come in useful - anything, actually, that makes it hard for them to hit you with something nasty.

As a pirate, chaff means nothing to me, especially on a large ship like a T-9.

Better to protect yourself with two point defense modules. One on the bottom to protect your cargo hatch, one on top to provide greater defensive coverage against FSD interrupt missiles.
 
Make it as fast as possible...

Games been out too long to trust any build that relies on damage soak. Too many god rolls out there. Make it fast.

Even with fully engineered level 5 dirty drives, mine still only boosts to about 300 (if I remember correctly). It isn't exactly a runner :)
 
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