Best engineering for the Panther Clipper weapons

We need more information to give a good answer. What are you planning to do with the ship? Is it just for fighting off interdictions? Do you plan to take the ship into a combat zone? I'd recommend swapping out at least a few weapons. A Beam Laser with Long-Range and Thermal Vent helps with heat issues, while weapons engineered with Dispersal Field or Scramble Spectrum will provide defense against incoming attacks.

I swapped out most of the default weapons, keeping only a pair of Multi-Cannons while filling the other slots with Burst and Beam Lasers, engineering with Efficient (Multi-Cannon), Focused (Burst) and Long-Range (Beam).
 
We need more information to give a good answer. What are you planning to do with the ship? Is it just for fighting off interdictions? Do you plan to take the ship into a combat zone? I'd recommend swapping out at least a few weapons. A Beam Laser with Long-Range and Thermal Vent helps with heat issues, while weapons engineered with Dispersal Field or Scramble Spectrum will provide defense against incoming attacks.

I swapped out most of the default weapons, keeping only a pair of Multi-Cannons while filling the other slots with Burst and Beam Lasers, engineering with Efficient (Multi-Cannon), Focused (Burst) and Long-Range (Beam).
Ya sorry, thought about that after I posted...DOH!. It's just for general PVE only combat in case of interdiction's while hauling cargo. I didn't want to swap out weapons if I don't have to in order too keep the rebuy cost down.
 
I'd just put G1 long range on the pulse lasers, and nothing on the multicannons.

If you ever redeploy the ship all engineering would be lost, and G1 long range is both extremely cheap and a massive improvement over stock lasers.

If you don't ever plan on redeploying it, it's better to buy new weapons, even the same ones it comes with, just for the ability to store them once they're engineered.
 
Low level long range is a decent shout, however, the Panther is a slow ship so the enemies will come to you. Turrets will open fire at half their maximum range, and are not very accurate beyond a kilometer, so at least with ordnance weapons (the multicannons) you will miss too many shots with a high level of long range, it will simply open fire too early, wasting ammo. I would go all efficient on the lasers and all overcharged on the multicannons, experimentals don't really matter, except it would be wise to have a corrosive multi on top and bottom of the ship.
 
No weapons and maybe smaller PP. If interdicted just low wake away and carry on your trade run.
You don't have to submit to an NPC interdiction. I've had a few, they are perfectly winnable in the PC, with the added benefit of getting rid of that NPC. The best engineering for weapons for the PC would be building a box to store them in.
 
FWIW, I can confirm that my proposed weapons loadout works as intended.

I stuck a Gimballed Efficient Beam and Long-Range MC in the large slots and filled all the small slots with Overcharged Frag-Turrets.
When things like Cobras and Asps demand cargo, they get a nasty surprise from the Beam/MC and then, when they attempt to get out of the way, the Frag's make a pretty explosion.

Not sure I'd fancy trying to build a PC2 to do the same job as my Cutter though.
In the Cutter you can, at least, get into a turning fight and try to out-fly your opponent.
In the PC2, you just have to hope the shield/armor are good enough that you can just float around, waiting for turrets to do their job.
It really reminds me of when I tried to make my T10 a "combat build".

Which reminds me...
Maybe it's time to revisit that, and turn my T10 into some kind of AFK mat-farming turrets-of-doom ship?
 
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