Panther clipper? What stats?

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It absolutely has to match up to my rose tinted memory of the ship from FE2, anything less and I will be very cross indeed!

As others have said it should be a spectacularly big very heavily armoured trader or gun platform. Basically forget anything except large turrets of which it absolutely bristles. No small ship can take one down, but they could easily run away, the Panther is not a manoeuvrable beast.

But it is strong and it is massive, those are the adjectives required. Getting it through the slot should be a job requiring shields- even an expert will scrape the sides, that's how big it should be.

As for hull mass and everything else I don't mind, but this is the one ship that i, and I think others, are seriously excited by
 
It absolutely has to match up to my rose tinted memory of the ship from FE2, anything less and I will be very cross indeed!

As others have said it should be a spectacularly big very heavily armoured trader or gun platform. Basically forget anything except large turrets of which it absolutely bristles. No small ship can take one down, but they could easily run away, the Panther is not a manoeuvrable beast.

But it is strong and it is massive, those are the adjectives required. Getting it through the slot should be a job requiring shields- even an expert will scrape the sides, that's how big it should be.

As for hull mass and everything else I don't mind, but this is the one ship that i, and I think others, are seriously excited by

Yes, that would be nice. But I doubt FD would release yet another that ship that is an even more impenetrable fortress than the Cutter.
 
I'd love to see the Panther in game, that said I think FD will keep us waiting till the very end for that one!

At least two flavours too. at least two dedicated huge turret slots that can mount the fixed weapons onto... preventing huge turret on smaller ships. The only thing I seeing being a problem is the planet killer weapon of doom they stuck on the front... a one shot gankers dream
 
Hmmm...
Panther as described below sounds more akin to a Water Buffalo than a Panther. Panther's are sleek, strong, agile and smaller than all the big cats.

Hey! Just sayin'...

Aside: who comes up with the ship names anyway?

It absolutely has to match up to my rose tinted memory of the ship from FE2, anything less and I will be very cross indeed!

As others have said it should be a spectacularly big very heavily armoured trader or gun platform. Basically forget anything except large turrets of which it absolutely bristles. No small ship can take one down, but they could easily run away, the Panther is not a manoeuvrable beast.

But it is strong and it is massive, those are the adjectives required. Getting it through the slot should be a job requiring shields- even an expert will scrape the sides, that's how big it should be.

As for hull mass and everything else I don't mind, but this is the one ship that i, and I think others, are seriously excited by
 
Add a new class of "gargantuan" hardpoint. One on top, one on the bottom.

As repeatedly as this has been asked for, it's still completely unlikely that any flyable ship will break with the current scheme of sizes 1-8 for modules and 1-4 for weapons. And this is how it should be and stay.
 
As repeatedly as this has been asked for, it's still completely unlikely that any flyable ship will break with the current scheme of sizes 1-8 for modules and 1-4 for weapons. And this is how it should be and stay.

Didn't the game it came from have bigger weapons. It's a good excuse. Plus it would help give it a place in game. Just give it one of those pretty capitol ship weapons! 8)

That could easily be balanced by massive heat and or electrical/draw power. Not to mention weight. Didn't the old big weapons weighlike 500-800 tons. 8d

http://wiki.alioth.net/index.php/Panther_Clipper

Give it 8 small weapons slots and a new xl size that has a plasma accelerator that weighs a few hundred tons but hits for like 250 damage or more.


XL plasma accelerators!

Stats:
Weight: 256 tons
Rate of fire: 0.3 per second.
Damage Per hit: 291.97
DPS: 87.59
HPS: ?
EPS: ?
Ammo: ?
Clip: ?
Range: ? probably more than normal.

It would be about hit and run.

It's increasing damage at a rage of 1.29338843% per tier. Each tier is 2x the weight of the previous. so scale accordingly. A 2000 ton weapon could also be done.
XL plasma accelerators!

Stats:
Weight: 2048 tons
Rate of fire: 0.3 per second.
Damage Per hit: 631.72
DPS: 189.51
HPS: ?
EPS: ?
Ammo: ?
Clip: ?
Range: ? probably more than normal.

Or

XL plasma accelerators!

Stats:
Weight: 1024 tons
Rate of fire: 0.3 per second.
Damage Per hit: 488.4239042
DPS: 146.5271713
HPS: ?
EPS: ?
Ammo: ?
Clip: ?
Range: ? probably more than normal.

1024 tons would be ideal as no other ship could logically afford it. And it leaves room for more stuff over the 2k sized one. The only problem is does it leave enough room for the sturdy mod with it's 100% increase in mass. 2048 might be too much in general. Although using the other mods to lower or increase speed would be interesting.


So...

Stats:
Weight: 512 tons
Rate of fire: 0.3 per second.
Damage Per hit: 377.6312615
DPS: 113.2893787
HPS: ?
EPS: ?
Ammo: ?
Clip: ?
Range: ? probably more than normal.

Then it has the same DPS basically as the huge has single hit. Plus it can be expanded to a larger 1024 sized weapon with sturdy if desired. And reduced with other engineering mods. Plus this is actually the base weight of the small plasma accelerator from the original game! 8d

Can you imagine this thing with focus! If you could keep your heat down you could be range sniper guy! 8)

XL Plasma Accelerator with Overcharged and oversized Max:

Stats:
Weight: 512 tons
Rate of fire: 0.3 per second.
Damage Per hit: 641.85
DPS: 192.55
 
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Look, the panther clipper could mount a gun that weighed in at more mass than an entire, fully laden, anaconda. It was completely impractical and unnecessary as a 20MW beam laser only weighed 75 tons and would one-shot nearly everything in the game, which meant, of course, that it was absolutely mandatory that you fit one for at least one fight before downgrading to "small" plasma accelerators at only 500t each.
(oddly enough the plasma accelerators seemed to have better heat management, I'm pretty sure they only heated up as fast as a 4MW beam - I certainly never had any trouble overheating them even with my notoriously poor aim)
 
As repeatedly as this has been asked for, it's still completely unlikely that any flyable ship will break with the current scheme of sizes 1-8 for modules and 1-4 for weapons. And this is how it should be and stay.

That was my reaction too.

However, they could take the approach of limiting the ship with a small number of oversized compartments to deliberately make outfitting difficult. The T9 has:

8 8 7 6 5 4 4 3 3 2

The Panther might have:

9 9 8 7 5 3

And here's a complete list of all available size 9 modules:

Cargo Rack (512t)
Fuel Tank (512t)

...So you can still fit any module in those slots (they're not restricted), but you are using the size 9 slots inefficiently if you put anything except cargo/fuel in there.
 
This is a scaled up plasma accelerator assuming you increase weight and damage according to the difference between huge and large. They could make an XL that is not a class up but is actually 5 classes above huge. So ^5 times as large.

it increases by a scale of 1.29338842% per exponent of 2 for damage. Which is approx 3.62 times the damage of the huge plasma accelerator. And with a tonnage nearly equal to the old small plasma accelerator.

Stats: unengineered (With 15/30% bonus)
Weight: 512 tons
Rate of fire: 0.3 per second.
Damage Per hit: 377.6312615 (434.28/490.92)
DPS: 113.2893787 (130.28/147.28)
HPS: ?
EPS: ?
Ammo: ?
Clip: ?
Range: ? possibly more than normal.


XL Plasma Accelerator with Overcharged and oversized Max:

Stats: (With 15/30% bonus)
Weight: 512 tons
Rate of fire: 0.3 per second.
Damage Per hit: 641.85 (738.13/834.4)
DPS: 192.55 (221.43/250.32)

XL Plasma Accelerator with Rapid fire and oversized Max:

Stats: (With 15/30% bonus)
Weight: 512 tons
Rate of fire: 0.4 per second.
Damage Per hit: 532.0619371 (611.87/691.68)
DPS: 212.8247749 (244.75/276.67)



XL Plasma Accelerator with ShortRange and oversized Max:

Stats: (With 15/30% bonus)
Weight: 512 tons
Rate of fire: 0.3 per second.
Damage Per hit: 680.46 (782.53/884.6)
DPS: 204.14 (234.76/265.38)



That would give this ship some unique placement in the game! ;D

And light weight would be insanely useful in this situation! 46-51.2 tons for a massive gun with really good damage. Awesome protection at light weight for a massive cargo ship! Focused and plasma slug could also be interesting. Especially if the capitol ships or fleet ships get a much higher value to pierce. I wonder if plasma slug would be made to consume more fuel. It normally does 0.022 per shot I think. That would make it around 0.08 tons of fuel per shot?!

Give the panther 1XL and 8 medium or small hardpoints!!(depending on if you allow packhounds on it.) Imagine the hilarity as endless missiles and a giant plasma accelerator go off. That is a doable insta kill weapon! 8)

It would be a good reason to call it the Panther XL as it would have be unique in having an XL sized weapon. (And make it so the XL hardpoint is restricted and can only use XL sized weapons!)

Make the ship cost about 500 million base.

You could also make it so the power from the plasma accelerator is so strong(assuming it has feedback, which it could from electromagnetic push right?!) it could make it fly backwards. Even against max engine thrust. So, it could run away by fireing at the enemy for extra propulsion!

This thing would be lethal!! You could one/two shot a naked cutter! The game would finally properly be called Elite: Dangerous!

Cutter: Why is that big fat slow ship coming towards me?

Edit: Here is a possible internal optional layout if it had the same hull mass as the cutter:

https://s.orbis.zone/23tc

It would optional internals of 8/8/7/7/7/6/6/6/5/4/4 (11 total) with max cargo of 1152 This allows a fighter bay and max outed repair limpet. also if Class 9 was added we might get a new tier of repair and other limpet/tools. Maybe a new fighter bay.

Or possibly 8/8/8/7/6/6/5/5/5/4/4 (1152)

And it would cost around 293 million base.

https://s.orbis.zone/23tq

Not sure if you can fire that with the 7A power distributor, but you can if you add efficiency and a maxed out weapon modded PD with cluster capacitor. Or if the weapons power draw doesn't scale as much as from class 3 to 4. Or change it to a faster rate of fire with less damage and equal DPS.

This is probably more realistic https://s.orbis.zone/23u6

XL Plasma Accelerator max! (Rapid Fire/Multiservo)
Weight: 200
Damage: 374.5
DPS: 112.35
ROF: 0.3/s
EPShot: 49.75
EPSec: 14.925
Power Draw: 9.91
HPShot: 67.88
HPSec: 20.36


XL Plasma Accelerator max! (unengineered)
Weight: 200
Damage: 393.225
DPS: 78.645
ROF: 0.2/s
EPShot: 67.1625
EPSec: 13.4325
Power Draw: 8.4
HPShot: 67.88
HPSec: 13.58

XL Plasma Accelerator max! (Short Range, Oversized) https://s.orbis.zone/245r (It's like the sphere of death!)
Weight: 200
Damage: 750.08
DPS: 150.02
ROF: 0.2/s
EPShot: 67.1625
EPSec: 13.4325
Power Draw: 8.4
HPShot: 95.03
HPSec: 19.01

Should that weight be artificially increased to 512 tons?
 
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This is a scaled up plasma accelerator assuming you increase weight and damage according to the difference between huge and large. They could make an XL that is not a class up but is actually 5 classes above huge. So ^5 times as large.

it increases by a scale of 1.29338842% per exponent of 2 for damage. Which is approx 3.62 times the damage of the huge plasma accelerator. And with a tonnage nearly equal to the old small plasma accelerator.

Stats: unengineered (With 15/30% bonus)
Weight: 512 tons
Rate of fire: 0.3 per second.
Damage Per hit: 377.6312615 (434.28/490.92)
DPS: 113.2893787 (130.28/147.28)
HPS: ?
EPS: ?
Ammo: ?
Clip: ?
Range: ? possibly more than normal.


XL Plasma Accelerator with Overcharged and oversized Max:

Stats: (With 15/30% bonus)
Weight: 512 tons
Rate of fire: 0.3 per second.
Damage Per hit: 641.85 (738.13/834.4)
DPS: 192.55 (221.43/250.32)

XL Plasma Accelerator with Rapid fire and oversized Max:

Stats: (With 15/30% bonus)
Weight: 512 tons
Rate of fire: 0.4 per second.
Damage Per hit: 532.0619371 (611.87/691.68)
DPS: 212.8247749 (244.75/276.67)



XL Plasma Accelerator with ShortRange and oversized Max:

Stats: (With 15/30% bonus)
Weight: 512 tons
Rate of fire: 0.3 per second.
Damage Per hit: 680.46 (782.53/884.6)
DPS: 204.14 (234.76/265.38)



That would give this ship some unique placement in the game! ;D

And light weight would be insanely useful in this situation! 46-51.2 tons for a massive gun with really good damage. Awesome protection at light weight for a massive cargo ship! Focused and plasma slug could also be interesting. Especially if the capitol ships or fleet ships get a much higher value to pierce. I wonder if plasma slug would be made to consume more fuel. It normally does 0.022 per shot I think. That would make it around 0.08 tons of fuel per shot?!

Give the panther 1XL and 8 medium or small hardpoints!!(depending on if you allow packhounds on it.) Imagine the hilarity as endless missiles and a giant plasma accelerator go off. That is a doable insta kill weapon! 8)

It would be a good reason to call it the Panther XL as it would have be unique in having an XL sized weapon. (And make it so the XL hardpoint is restricted and can only use XL sized weapons!)

Make the ship cost about 500 million base.

You could also make it so the power from the plasma accelerator is so strong(assuming it has feedback, which it could from electromagnetic push right?!) it could make it fly backwards. Even against max engine thrust. So, it could run away by fireing at the enemy for extra propulsion!

This thing would be lethal!! You could one/two shot a naked cutter! The game would finally properly be called Elite: Dangerous!

Cutter: Why is that big fat slow ship coming towards me?

Edit: Here is a possible internal optional layout if it had the same hull mass as the cutter:

https://s.orbis.zone/23tc

It would optional internals of 8/8/7/7/7/6/6/6/5/4/4 (11 total) with max cargo of 1152 This allows a fighter bay and max outed repair limpet. also if Class 9 was added we might get a new tier of repair and other limpet/tools. Maybe a new fighter bay.

Or possibly 8/8/8/7/6/6/5/5/5/4/4 (1152)

And it would cost around 293 million base.

https://s.orbis.zone/23tq

Not sure if you can fire that with the 7A power distributor, but you can if you add efficiency and a maxed out weapon modded PD with cluster capacitor. Or if the weapons power draw doesn't scale as much as from class 3 to 4. Or change it to a faster rate of fire with less damage and equal DPS.

This is probably more realistic https://s.orbis.zone/23u6

XL Plasma Accelerator max! (Rapid Fire/Multiservo)
Weight: 57.4T
Damage: 374.5
DPS: 112.35
ROF: 0.3/s
EPShot: 49.75
EPSec: 14.925
Power Draw: 9.91
HPShot: 105.89
HPSec: 31.767


XL Plasma Accelerator max! (unengineered)
Weight: 57.4T
Damage: 393.225
DPS: 78.645
ROF: 0.2/s
EPShot: 67.1625
EPSec: 13.4325
Power Draw: 8.4
HPShot: 105.89
HPSec: 21.178

XL Plasma Accelerator max! (Short Range, Oversized) https://s.orbis.zone/23ur
Weight: 57.4T
Damage: 750.08
DPS: 150.02
ROF: 0.2/s
EPShot: 67.1625
EPSec: 13.4325
Power Draw: 8.4
HPShot: 148.259
HPSec: 29.65

Should that weight be artificially increased to 512 tons?

I'm going to flat out say that this SHOULD NOT be a thing in ED. Yes it would be cool, but that doesn't change the fact that it isn't really a good idea.

Consider a stock Sidewinder. It has 108 hull hitpoints and 52 MJ of shields. A single shot from a (unengineered) XL plasma accelerator does 377 damage, of which 226 damage completely ignores any and all resistances. Even with 4 pips to shields, the Sidewinder will simply cease to exist if it gets hit. Without any pips to shields, the XL plasma accelerator does enough damage to destroy 2 stock Sidewinders. Lets look at some other ships in stock configurations (2 pips to shields):

Eagle? Obliterated.
Hauler? Space debris.
Adder? Yeah, no.
Viper III? Nice try.
Cobra III? Still dead.

The fact that the weapon in its most basic form is capable of destroying most of the starter ships in the game with a single shot should raise a few concerns. Why? Because you can guarantee that someone will use it to seal club new players. There are already enough high DPS, one-trick-pony weapons in the game that support ganking, we don't need another.



Also, I take it that the XL plasma accelerator would only be able to be mounted on the Panther Clipper? In that case, I'd rather have the FDev work on something more imminently useful than a stupidly OP weapon that can only be used on a ship that isn't in the game yet.
 
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Someone said they wanted it to feel like the original and that it was basically a one shot kill weapon. I think it fits. ;p But, yes, I realize it would be overwhelmingly powerful. It can get up to 750 in a single shot in the final form at the bottom. That is 750x5=3750 damage in 25 seconds! 8D

And, yes, it would only fit on the Panther Clipper. Although it might be a weapon for larger ships in the future like fleet ships. Assuming that is not stronger than the stuff on the current capitol ships.

It would make PVP more interesting. Those large shields would have a whole different level of need. And if the game somehow artificially lowered the turn rate from those engines on the panther clipper it would help excuse it more. Do ships vary there manoeuvrability beyond engine and weight? I would assume number and placement of thrusters could change things.

It fits the name though. It can get one clip out basically it's an XL gun.. The Panther Clipper XL! <-Final version with more properly balanced stats. Except the weight is massively over the needed 57.4t. i saved an error on the page somehow also. It's with short range and oversized to max out single hit and DPS. It can get the whole clip out with 3-3.5 pips in weapons or more. The special stats are added to the big Class 4A PA to show how it should scale. It has extra weight to help balance it a little.
 
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Just forget what the ship was in the previous games, seriously. Just look at the ED Imperial Clipper and then at the FE2/FFE one. Totally different ship.
 
I'm going to flat out say that this SHOULD NOT be a thing in ED. Yes it would be cool, but that doesn't change the fact that it isn't really a good idea.

Consider a stock Sidewinder. It has 108 hull hitpoints and 52 MJ of shields. A single shot from a (unengineered) XL plasma accelerator does 377 damage, of which 226 damage completely ignores any and all resistances. Even with 4 pips to shields, the Sidewinder will simply cease to exist if it gets hit. Without any pips to shields, the XL plasma accelerator does enough damage to destroy 2 stock Sidewinders. Lets look at some other ships in stock configurations (2 pips to shields):

Eagle? Obliterated.
Hauler? Space debris.
Adder? Yeah, no.
Viper III? Nice try.
Cobra III? Still dead.

The fact that the weapon in its most basic form is capable of destroying most of the starter ships in the game with a single shot should raise a few concerns. Why? Because you can guarantee that someone will use it to seal club new players. There are already enough high DPS, one-trick-pony weapons in the game that support ganking, we don't need another.



Also, I take it that the XL plasma accelerator would only be able to be mounted on the Panther Clipper? In that case, I'd rather have the FDev work on something more imminently useful than a stupidly OP weapon that can only be used on a ship that isn't in the game yet.

Addionally you'd never hit anything with it in a ship that big. It's difficult enough in a Cutter.
 
Addionally you'd never hit anything with it in a ship that big. It's difficult enough in a Cutter.

That would be the point of one hit kills. It's meant to be an ambush predator! Hence the panther. Slow and patient but when it hits! That was the description everyone gave. So, it technically fits.

It would be funny to bring some single player reality into an MMO. It might bring some thought as to deeper balance and design into the game. Maybe interesting things could happen as the result of it. Most problems with game balance are fundamentally the result of over simplistic mechanics. Because those restrict the amount of ways you can balance something. If you expand upon it you magically get more means to adjust things as the new matrix of the game is more complex and has more room. And it's not hard to make a game more complicated. At minimum you only need to add one tiny thing making one tiny new dynamic. Although more is probably better. Hypothetically if you basically smash the two systems together from single and multilayer you will add a means to make them both work. It's like finding a shareable denominator in a fraction. Simply multiply them together and you get an automatic answer. Not necessarily the most efficient answer but a minimal or near minimal answer!

Probably wouldn't help for overly simplified application of this, but it could lead to radar for incoming shots. It's just can't be over simplistic as to always be detectable. And complex enough to resolve all difficulties of the system for the time.

Either way, it could still be fun. Even if the weapon were reduced in power. It can be scaled down. Maybe if the max damage of the most powerful version is 512 damage when fully engineered(I think that is the above short range+oversized) to go with the weight. Then it can only do 2500 at most in a 25 second volley, 100 dps(102.4dps) or there around. Then just scale it down to the same ratios for the other PA according to their size adjustment ratios. Although, I artificially inflated it to 512 tons so you's have to go by the 57.4 for that part. Assuming I did it correctly. (Decent chance I didn't)

The current 4A has a similar damage of 225.67 hit at 0.25 rof with oversized and short range. if you put it at 512 damage and 0.2 rof it's less than half the damage overall. But a new interesting upgraded class over the normal progression.

I think the 750 damage comes from using the max energy per second a 7A can produce as sort of an end game weapon. I think I used rapid fire and multi-servos to get the worst case scenario. Then I simply modified it back to unengineered and then applied the bonuses for the new mods. But I don't know how well I did the numbers. I was getting confused as I went and probably messed it up a bit. I know I messed up the heat initially.

BTW, more complex dynamics in game could hypothetically make these single player designs balancable and excusable. Assuming it needs it. It might just be find given the current game because of the slowness. One such change could be more things controlling manoeuvrability like taking away some of the easy aspects of manoeuvring thrusters and make it more space like. Or add more limits to more vehicles via their thrusters design/layout with more realistic or severe limitations.
 
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That would be the point of one hit kills. 8)

It would be funny to bring some single player reality into an MMO. It might bring some thought as to deeper balance and design into the game. Maybe interesting things could happen as the result of it. Most problems with game balance are fundamentally the result of over simplistic mechanics. Because those restrict the amount of ways you can balance something. If you expand upon it you magically get more means to adjust things as the new matrix of the game is more complex and has more room. And it's not hard to make a game more complicated. At minimum you only need to add one tiny thing making one tiny new dynamic. Although more is probably better. Hypothetically if you basically smash the two systems together from single and multilayer you will add a means to make them both work. It's like finding a shareable denominator in a fraction. Simply multiply them together and you get an automatic answer. Not necessarily the most efficient answer but a minimal or near minimal answer!

Probably wouldn't help for overly simplified application of this, but it could lead to radar for incoming shots. It's just can't be over simplistic as to always be detectable. And complex enough to resolve all difficulties of the system for the time.

Either way, it could still be fun. Even if the weapon were reduced in power. It can be scaled down. Maybe if the max damage of the most powerful version is 512 damage when fully engineered(I think that is the above short range+oversized) to go with the weight. Then it can only do 2500 at most in a 25 second volley, 100 dps(102.4dps) or there around. Then just scale it down to the same ratios for the other PA according to their size adjustment ratios. Although, I artificially inflated it to 512 tons so you's have to go by the 57.4 for that part. Assuming I did it correctly. (Decent chance I didn't)

I'm not arguing your figures (maths and stats is my day job- I'm not bringing work here!), or the idea for that kind of weapon (high damage low RoF weapons are a favourite of mine in any game). I'm just thinking that weapon on a ship that's bigger than a Cutter would be difficult to get good dps out of in reality based on the time on target you'd have against a more manouverable ship.

If it turns out the Panther Clipper is a bigger alternative to a Corvette the this weapon may well have use. Just my opinion, but I don't think it'll be built that way, assuming we ever see it.
 
I found a glaring error. The MW per shot is above the base for normal usage. It takes 67.26mw per shot. It should not be above 48.9 for a worst case 7A. You could specialize the weapon more for a wider array of use which would bring it's damage down drastically. I don't now what damage range but it would be much more in balance. Especially with the change of rate in the weapons stats as it gets bigger.

It's a matter of how many PD it's designed to work comfortably with. And looking at the numbers that is already the huge 4A PA... So, I guess there is no point unless it is xl and maximized a bit more. But you could stop at 49.8 per shot which would only be moderatly bigger than thecurrent 4A. It would probably do only around 250 damage per shot or so with Short Range and oversized. This would put it between a 4A and 5A class weapon. You could also deviate by making it a turret and let it shoot around the ship like those big turrets on the capitol ships. But you could restrict it to a top or bottom area so it can't hit in all directions.

Maybe the XL line could be a turreted PA instead of the normal. The XL would be the equivalent of a turreted class 5. That would be functional and not too overpowered. I think someone mentioned that though. it could still be massively overweighted if needed though as to resemble those really large turrets on capitol ships. Maybe eventually they could do the same with railguns and give an XL variant for a railgun to give choices. Obviously most ships couldn't use it as only the panther clipper and potentially fleet or capitol ships could use them.

Anyone of these on the top of a panther would be cool:
[video=youtube;de78Odrw6KE]https://www.youtube.com/watch?v=de78Odrw6KE[/video]
 
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Back on topic here.

I did some more numbers. I took the difference of the difference between the 7A, 6A, and 5A at max range bonus and used them to make a hypothetical 8A engine. If the panther clipper is designed to have a max of 2500 tons with ideal cargo(no including if you use a booster) as far as optional slots goes you could design it to be an explorer ship at around 1100t hull and a min weight of around 1372t total with a level 8A FSD for max exploration build. This would give it a range of about 67ly and make it the same as the asp explorer and krait phantom. This would use a 6d engine.

This leaves it with a few basic hull size alternatives at these stats for an exploration build.

1. 900t hull making it's exploration abilities around 75ly and about the same as the Diamond back. It would be the diamond toaster. It would likely kill everything it scrapes in the mailbox.
2. 800t hull making it have a max of around 81.6ly making it the same as the anaconda except lower by about 2.5ly. This is with a 16 or 32 t fuel tank for max distance. it's basically around 80+ly with an fsd boost.
3. If it were 1200 like the beluga it would have the same range of about 62ly at max exploration build range if I'm not mistaken.(optionally)
4. If it were 1000 it would have a range of about 72ly at max exploration build range.(optionally)

1100t hull leaves about 1000t cargo and takes a little under 400t for optional light equipment for hauling. Max haul equipment with no shields. With an FSD boost and an 8A max jump range FSD this can do basically exactly 40ly at max cargo. Each drop in cargo adds a little on top of it for 1200 and 1300 cargo max with the above numbers approx.

I would think the 900t would be ideal as it's not too powerful and not too weak. It can be anything and has better cargo compared to 1100t. Approx 1200 cargo. A nice boost compared to the cutter and good at anything you put it too.

A minimum anaconda exploration build with max range is from 486-520t with a range of 4d minimum engines. So this is 2-3 times the weight. But not quite as good.

Example Optional slots for:

900t cargo/1200t hull: 8x2, 7x1 ,6x2 ,5x3 ,4x2 , 2x1 = 900 max cargo (11 slots) (max 62ly jump range exploration) (40ly at 2500t)
1000t cargo/1100t hull: 8x2, 7x2 ,6x2 ,5x2 ,4x1 ,3x2 ,2x1 = 1000 max cargo (12 slots like the corvette) (max 67ly jump range exploration) (40ly at 2500t)
1100t cargo/1000t hull: 8x2, 7x3 ,6x2 ,5x2, 3x1, 2x1 = 1100 max cargo (11 slots) (max 72ly jump range exploration) (40ly at 2500t)
1200t cargo/900t hull: 8x3, 7x1 ,6x3 ,5x3 ,4x1 = 1200 max cargo (11 slots) (max 75-77ly jump range exploration) (40ly at 2500t)
1300cargo/800t hull: 8x3, 7x2 ,6x3 ,5x2 ,4x1, 2x1 = 1300 max cargo (12 slots like the corvette) (max 82ly jump range exploration) (40ly at 2500t)

If these numbers are anywhere close to correct at an 8A maxed FSD it would be swapping around 5ly per 100t base hull depending on design. I think it would fit nicely into the game. Obviously it could get much fatter for combat builds. It would probably be around 1200 tons for maxed full internals + hull + weapons + optionals and utilities. I would assume it would get a Grade 8 fsd, power distributor, and possibly power plant so it can do anything well. up to 1560 for base core internals if you up the life support and sensors up to 8. And another 128 if you give it a max tier 8 fuel tank for 256 core fuel(1688t). They can weight it down nicely for combat if they like. Although it will throw the other builds off a bit.

BTW, I'm assuming an 8A FSD uses 16t max per gulp.

Interestingly enough, if you go with 800t hull you might be able to get it down enough to use 5d engines for exploration. But it would be getting much closer to the anaconda then. Best 5d is 1040t. It would be close, but if sensors are only class 5 and life support is only class 6(or visa versa) it would be doable. But with only 16 tons of fuel(1 jump) and absolutely nothing else but an FSD booster besides weightless items and maybe a few 0.2 or lighter items.

The 800t hull version also has the best shield tanking as it has those 3 slots for shields and 2 nice 7 slots for full support with ship launched vehicles and whatnot. Like the 7A hatch breaker of doom with 12 potential limpets up!! 8D

https://s.orbis.zone/2o-r <- This would almost have the jump range of the anaconda if I'm not mistaken. And I could be. Also the exact value can be rounded down in coriolis compared to in game. So, there could be a small fraction of a ton left for more fuel in the tank. I don't know the exact value a 5d engine with those stats goes over 1040t max if any. Depending on if the 5d engine is 1040 exactly or a little higher would determine if it needs both the life support and sensors at 5 to get 5d engines. There would be a 1-1.1 or some other fuel tank for normal fuel to take account of. This could be up to 2 or 2.2 depending on the scaling. The Coriolis data shows a max of 1.65t 1.64t for a fuel tank in the fsd for the engine.

Ok this might be a bit much if this is correct. It depends on the power of an 8A engine: https://s.orbis.zone/2o-t 79ly without GFSDBooster. https://s.orbis.zone/2o-u 90ly with GSFDBooster! My estimates were all off. But the 8A could be weaker than that or the weight could be higher and 5d not usable as max exploration. I would prefer it was lowered as 5d makes a good marker for exploration on that ship. https://s.orbis.zone/2o-z (5581optimal mass)This is about as much as an 8A could produce if it's not more powerful than the anacanda.

Does anyone know how to figure this out more precisely? Especially at 800t hull. That would be interesting to see precisely. It would be presumed to weigh 1040 tons laden. Not sure what the optimal mass of an 8A would be. https://s.orbis.zone/2o-z

Also, just realized you can put negative values into mass for some items to simulate other weights. 8)

Here is a more accurate cargo at the equivalent optimal mass of a maxed out anaconda: https://s.orbis.zone/2o--

I think aiming for as close to 40ly jump ranges at 2500t would/could be an ideal solution. Then it's weaker then the anaconda but good for all uses. That is an optimal mass between 5000 and 5500 for an 8A FSD with tier 5 engineered Long range and Mass manager. That or stick with a 7A fsd and adjust the rest. It will get around 69ly with exploration. You could then adjust the other stats as it could easily use 5d engines and even afford a higher hull tonnage. Say 900t.

https://s.orbis.zone/2o_c Here is this combo: 8A engine with 5581 optimal mass. Max 256 fuel from core internals. 800 hull mass. 1200 cargo. Optional slots: 8x3, 7x1 ,6x3 ,5x3 ,4x1 = 1200 max cargo (11 slots) (max 83.99ly jump range exploration) (38.6ly at 2500t) Not the most balanced combo, but one aspect the clipper could fill is very large fuel tank for long range jumping for cargo hauls. Keeping 800 hull for exploration and using 7A engines and more cargo is an option also. This stops it from being the overwhelmingly powerful explorer like the anaconda. Unless you drop the optimal mass for the 8A. Panther clipper might make a nice long range high capacity hauler. https://s.orbis.zone/2o_e 1300cargo/800t hull: 8x3, 7x2 ,6x3 ,5x2 ,4x1, 2x1 = 1300 max cargo. I think I'm going in circles at this point. Although this gives a much more comfortable exploration build. https://s.orbis.zone/2o_h 7A FSD, 256 max fuel, 671max range, 1300cargo/800t hull: 8x3, 7x2 ,6x3 ,5x2 ,4x1, 2x1 = 1300 max cargo 68ly jump range explorer. Then it's more hauler than explorer and not encroaching on the anacondas territory. And it has amazing optional slots. You could even relax the size of the LS and Scanners. Since you can easily drop the size of the 5d engines engineering upgrade to give extra room. And it can aford more fuel as an explorer. Possibly giving it a unique setup as far as fuel to exploration goes. https://s.orbis.zone/2o_k
 
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What would a panther clipper have as far as hardpoint etc?

I had played FE2 up to acquriing the panther clipper and big plasma accelerator. Unfortunately I don't recall the exact details anymore, and I lost my old "endgame" savegames for FE2 & FFE where I also got the Turner Argent and the thargoid scout ship.

From what I vaguely remember, the biggest weapons (GW laser? plasma accelerator) on the panther clipper could only fire a short while maybe a few seconds. And then the aiming with the mouse was very slow, maybe worse than the T9 moving in supercruise. So unless an enemy ship was approaching on a more straight on arc, it was practically impossible to maintain a bead on smaller ships, much less the small fighter types. What happend most of the time was that ships would keep on getting smashed on the clipper usually instantly wrecking the smaller ships. So one could just smash through waves of 3, 5 ships in a combat battle, perhaps even rack up 20 kills in a minute when "caught up" in between stardreamer resumption. I remember there was a "turret" laser on the rear, which couldn't be aimed at all from the front. You had to switch to the rear view to try to tag ships that went there. Maybe it was easier I vaguely recall as a turret where the front lasers of all the ships in front view were probably only "fixed" and there was only one firing weapon on the front besides the missiles which were limited like ED's torpedoes. Shield boosters were also infinite and automatic in function where it was more of a rebounding "progress bar" where it was more about defeating the rate of recovering boosters and shield restoration by the enemy ships. With enough boosters, the clipper was practically shield invincible. In the end I preferred sticking with the Turner Argent and using the 20MW beam laser as it was the "endgame" best overall big manueverable ship and needing no extra crew members as part of a lore story tech development. But the clipper certainly could rack kills faster with all the ramming.

As for specs of what an ED panther clipper should be like if I would guess from a in-spirit translation from FE2 to ED. I'd think it would be a bigger T9/T10 type with probably worse maneuverability but much better shielding, hull factor, and the biggest cargo far more than the cutter. Maybe it could carry a single "class 5" fixed weapon, with some class 3's or 2's on the side and back, but the convergence of those hardpoints would be pretty bad, and only useful as turrets. Interesting specs mentioned above, but just my opinion , by lore, it shouldn't be anywhere near a decent explorer with a jump range maybe only as good as the corvette or worse, granted that things could drastically change for any ship name carried over from FE2 to ED.
 
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