Asp to Lakon-7, a note of caution...

As the title says, moving from an Asp to a Type-7 is a sea change in mentality -- gear for it.

o Heat - As I should have learned from the Type-6, they run very hot at first. Mount a heat sink launcher, or better yet, two.
o Shield Booster - Running without a shield would have been worse, but without a booster, escape is much harder. Give up some of that new cargo space to save your ass.

Short version: Second cargo run after buying the new ship I get yanked (almost instantly) from frame shift by a Python (NPC). I'm immediately in thermal overload, can't run, large mass slowing the charge, shields don't last long enough.

Good thing having an insurance buffer is non negotiable standard operating procedure.

I guess when you move from a medium to a large ship, the game rolls random encounters on another level. A week in an Asp and I'm never bothered by anything more than a couple medium ships and several smalls.

Perhaps this will save someone a loss.

-WV
 
I'm very close to buying my first Lakon-7 for trading and I really appreciate this insight, makes sense and it probly will save me an insurance or two before I learned my lesson. +1 for you :)
 
I have been running a Type 7 from when they first hit the game and I hardly ever get interdicted. I always submit and I run if it is a Python or Anaconda. Only had one of each, if it is a smaller ship I turn on the turrets and then fight and kill the pirate. I have never been below 80% hull. With that said my type 7 is top of the line with all A parts except for life support and sensors are a D.
 
FYI, don't waste the module slot and mass on a heatsink launcher for the Lakon transports, just upgrade their powerplants. That will fix their (minor) heat issues. With stock modules, yes, they are vulnerable, but if you spend the money on improved equipment, you will have a much easier time of it.

Brand new, I focus on upgrading all modules to at least D grade to save on mass and maximize jump range. Then strip off weapons, and if you really want to improve your chances to escape an interdiction (once pulled out of SC), buy a chaff launcher. It isn't much, but it can sometimes buy you a little extra time to boost and jockey your ship until the FSD has cooled off.

Upgrade all cargo modules to the appropriate class, and replace any non-essential modules with more cargo racks (discovery scanner, etc.)

Then upgrade your modules to A as soon as you can afford them, usually in this order:

1. FSD - to maximize jump range and speed up trade route
2. Power Distributor - maximize engine and shield recharge
2. Thrusters - to maximize agility to survive an interdiction

You can consider also upgrading your shields to A grade, but frankly, I've never needed more than D or C. I generally am able to avoid interdictions, but often I don't bother any more. By submitting to the interdiction, I can recharge the FSD sooner. By boosting constantly, holding a tight corkscrew flight pattern, and deploying chaff a couple times, I usually get away with barely a dent in my shields. (And yes, this is in my Type 6 and 7. Even my Type 9 does fine, though it usually takes more hits on the shields since it has the agility of a pregnant elephant.)
 
Shift-tabbing to talk to someone on Steam whilst you're starting a jump will *always* get me heat damage. I don't learn because I'm an idiot but the Type7 does run very hot out of the box, as has been suggested - upgrade that power plant!

The BEST thing about the Lakon7, is that if you fly forward at full tilt and start spinning it sounds exactly like a WW2 bomber.
 
I've been flying a shieldless, weaponless Type 7 with all D modules except for FSD for nigh on a week now and I've only came close to being busted once. I'm not a bad pilot and can evade 95% of interdictions, but this one Python managed to pull me out. I ran like hell and escaped at 55% hull, but real shock came when I went to repair that damage. Want to know how much I paid? Lousy 3k credits. That's right. Either it's currently bugged or Lakon freighter hulls are put together from scrap by illegal immigrants in some shady sweathouse, but they're dirt cheap to fix. It's actually one nice thing about switching Asp for Type 7: you can have as many docking accidents as you want, the repair bills will be laughable. Overheating is a non-issue as well, for that very reason.
 
FYI, don't waste the module slot and mass on a heatsink launcher for the Lakon transports, just upgrade their powerplants. That will fix their (minor) heat issues. With stock modules, yes, they are vulnerable, but if you spend the money on improved equipment, you will have a much easier time of it.

Brand new, I focus on upgrading all modules to at least D grade to save on mass and maximize jump range. Then strip off weapons, and if you really want to improve your chances to escape an interdiction (once pulled out of SC), buy a chaff launcher. It isn't much, but it can sometimes buy you a little extra time to boost and jockey your ship until the FSD has cooled off.

Upgrade all cargo modules to the appropriate class, and replace any non-essential modules with more cargo racks (discovery scanner, etc.)

Then upgrade your modules to A as soon as you can afford them, usually in this order:

1. FSD - to maximize jump range and speed up trade route
2. Power Distributor - maximize engine and shield recharge
2. Thrusters - to maximize agility to survive an interdiction

You can consider also upgrading your shields to A grade, but frankly, I've never needed more than D or C. I generally am able to avoid interdictions, but often I don't bother any more. By submitting to the interdiction, I can recharge the FSD sooner. By boosting constantly, holding a tight corkscrew flight pattern, and deploying chaff a couple times, I usually get away with barely a dent in my shields. (And yes, this is in my Type 6 and 7. Even my Type 9 does fine, though it usually takes more hits on the shields since it has the agility of a pregnant elephant.)

+1 Best advice.. A good powerplant is essential to keep the ship cool. My method of escape from a successful interdiction - immediately disengage Flight assist, boost and apply lateral or vertical whilst running and charging the FSD. AI only manage to get a few shots on target at most.

Great ship, but definitely needs those upgrades. I also stuck a few torpedo launchers onboard in case a CMDR interdicted me. 3 Days of hauling and I had enough to buy brand new Clipper.
 
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