Panther Clipper Mk II Update | Available Now

Turrets are more pointless (pun intended) than the point defense turrets.

What are these small turrets even effective against? They're barely effective as class 3. Regardless of weapon type.

I should be able to bring both of my npc crew to man turrets if we're going to have them in the game and eliminate the jitter nonsense for those at least. That would at least be a little helpful.

That or bring back accurate kinetic (ramming) collision damage between ships. I should be able to knock an fdl into next week with a pc at full boost.
Fwiw: I use c1 turrets to apply status effects like drag, corrosive and dispersal field. Actual damage us irrelevant, larger hardpoints will take care of it.
 
just tested the Plipper as HazRes Shield/Hulltank AFK cleaner.
4 x 1F Beam G1 longrange, Thermal Vent, Rest of Hardpoints Burstlaser G1 longrange Inertial Impact.
And if I want have some fun too, a 7 Hangar as well....
Stays ultra-cool with 23-30% Heat during permanent firing and due to the inertial Lasers kicks the Pirates rears quite quickly....
 
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After flying her around for a few weeks, I am really loving her. I do like the model, but I have some further feedback:

I feel like both of the size 7 and 8 optional slots should be able to accept the new Mk II cargo racks.

I also think this huge ship definitely needs 8 utility slots for defense, since not only is she huge, but she's also slow to maneuver. And after all, she's a top-of-the line, end-game kinda ship - she should have a full range of options. You can use those meagre 6 slots up real quick: a couple of shield-boosters, a heatsink, a couple of point-defense turrets, and an ECM and they're all gone. I'd like to be able to add maybe a couple more shield-boosters on there, or some chaff etc. I don't think that's unreasonable at all for a ship of this size and poor maneuverability.

Also, it needs another size 1 slot for optional equipment. I hate having to put a size-1 item in a size-2 slot. It just erks me. Zorgon-Peterson need to stop being stingy and just give us another size-1 slot and let us put something better in that size 2. These few, small changes would make the world of difference to Panther owners.
 
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After flying her around for a few weeks, I am really loving her. I do like the model, but I have some further feedback:

I feel like both of the size 7 and 8 optional slots should be able to accept the new Mk II cargo racks.
That would mean not being able to fit anything larger than size 6 unless it was cargo or fuel tank.
I also think this huge ship definitely needs 8 utility slots for defense, since not only is she huge, but she's also slow to maneuver. And after all, she's a top-of-the line, end-game kinda ship - she should have a full range of options. You can use those meagre 6 slots up real quick: a couple of shield-boosters, a heatsink, a couple of point-defense turrets, and an ECM and they're all gone. I'd like to be able to add maybe a couple more shield-boosters on there, or some chaff etc. I don't think that's unreasonable at all for a ship of this size and poor maneuverability.
Six might be minimal but it isn’t too bad, I would actually prefer an uneven number so 7.

Also, it needs another size 1 slot for optional equipment. I hate having to put a size-1 item in a size-2 slot. It just erks me. Zorgon-Peterson need to stop being stingy and just give us another size-1 slot and let us put something better in that size 2. These few, small changes would make the world of difference to Panther owners.
There is a lot to be said for having to actually think about what you want or need to fit. The first thing I did to my Panther was swap the ADC and SCA around then replace the SCA with a cargo rack.
 
The first thing I did to my Panther was swap the ADC and SCA around then replace the SCA with a cargo rack.
Aaand the ADC, too... ;) Imho the Panther Clipper flies like a charm and that applies within the mailslot, too. At least once you get the hang of the outer dimensions ... ;)

But maybe they put lots of grease on the outer hull... 🤷‍♂️
 
But maybe they put lots of grease on the outer hull... 🤷‍♂️
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I got rid of the ADC from the get go.....I said it if im going to fly her...im going to fly her! and of course full boost out the mailbox first take off with A Grade 5 dirty's i had ready to put on did not go well haha first launch cost me 37m buyback as the station popped me for hitting and getting stuck in the wire mesh outside and also total destruction of an incoming adder with no sheilds :LOL: :cautious:
 
I got so fed up with the station telling me off for bumping traffic that I actually enabled auto-launch on the Panther (I never usually use it on anything) and I have to say I was quite impressed with the speed at which it smoothly exits the station. So for the CG it is staying enabled.
 
My Panther Clipper update:

One of my favorite playstyles is running stacked missions. I use the Corsair, the Corvette, and the Cutter as my current mission runners. All armed and max shielded of course, as I do like engaging and killing any pirates who interdict me.

I was hoping that I was going to really like the PC. But for me, it's too slow, i.e., cannot outrun much of anything, does not maneuver well, has puny shields for my intended usage, has insufficient booster slots to help with the anemic shields, and has puny weapons/damage capability for a ship of this size and power.

(maybe I don't know how to properly build this ship?)

My Cutter cannot carry as much cargo, and drifts like crazy*, but it is relatively more nimble, has good speed and shields, and can defend itself in many/most situations. And it can outrun anything seriously threatening. So for me, I guess I'll be sticking with the Cutter for larger mission/cargo runs for now.


*probably to satisfy someone's idea of 'balance' I guess.....
 
My Panther Clipper update:

One of my favorite playstyles is running stacked missions. I use the Corsair, the Corvette, and the Cutter as my current mission runners. All armed and max shielded of course, as I do like engaging and killing any pirates who interdict me.

I was hoping that I was going to really like the PC. But for me, it's too slow, i.e., cannot outrun much of anything, does not maneuver well, has puny shields for my intended usage, has insufficient booster slots to help with the anemic shields, and has puny weapons/damage capability for a ship of this size and power.

(maybe I don't know how to properly build this ship?)

My Cutter cannot carry as much cargo, and drifts like crazy*, but it is relatively more nimble, has good speed and shields, and can defend itself in many/most situations. And it can outrun anything seriously threatening. So for me, I guess I'll be sticking with the Cutter for larger mission/cargo runs for now.


*probably to satisfy someone's idea of 'balance' I guess.....

My Panther Clipper for stacking pirate and cargo missions (or hunting pirate lords while hauling for the CG). Was easily capable of fighting three Pirate Corvettes at once. Turrets on all 6 upper hardpoints help alot. Frags on the forward C2s for max flyby damage with a corrosive MC aft. Beams or MCs or mixed for the C3s. 896 tons Cargo without SCB, 768 with a 7A/B. No heatsinks needed with TV Beam turrets.

 
My Panther Clipper for stacking pirate and cargo missions (or hunting pirate lords while hauling for the CG). Was easily capable of fighting three Pirate Corvettes at once. Turrets on all 6 upper hardpoints help alot. Frags on the forward C2s for max flyby damage with a corrosive MC aft. Beams or MCs or mixed for the C3s. 896 tons Cargo without SCB, 768 with a 7A/B. No heatsinks needed with TV Beam turrets.

Well I don't have the prismatics, nor the guardian shield boosters, so I'm at a bit of a disadvantage there, but thanks for the pointers on the weps.
 
Apex taxis to powered down settlements (for Restore missions) appear to have been removed? Not obviously in the patch notes.

Edit: nvm, the option came back a few minutes later 🤷‍♀️

Well, sometimes. Other times it's all about waiting ...

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