Buyer's remorse or a newly opened door? Or, "What do I do with this great brute then?"

Right. Don't drink and fly, fair enough.
Don't drink and buy either!!!

I am now the proud owner of a gleaming new Type 9 heavy with a 4 million rebuy cost (!!) and a 436 ton cargo capacity.

The station that sold her wasn't the best and the salesman was an at of the highest order. They were out of stock of pretty much every single module for the ship - I was lucky to get the 2 free stickers in the sacred book. No warranty, not so much as a bigger fuel tank offered as an optional extra. I pulled out enough of the styrofoam and contract paperwork to give myself a total of 436 tons of cargo space to play with though and I made a couple of trade runs.

On each trade run I got interdicted twice in a row, once by a twit in a Viper mk3, once by a dude in a Vulture (who to my great joy followed me to the station and got boot prints left in his face by system security) but so far I've been lucky and fast enough to be able to jump out shortly after they start shooting. The five laser turrets on the Type 9 are... well they're there and they fire. They don't do much though. And given the ship's current lack of a fighter bay, the only defence I have is to drop chaff and run.

Still, I made 600,000cr so it's not been entirely fruitless, but that's still only chipping at the corners of the 4 mil rebuy cost.

So what do I do with this thing? It seems a total waste of time to haul 436 tons of wine across 6 jumps for 90,000CR profit. It seems risky to fly anywhere without a fighter bay. It seems silly to have a ridiculously low jump range that turns a 36 light year journey into a 6 jump run..

I'm new to piloting the big girl. Any tips would be gratefully appreciated :D. Is the Type 9 a huge leap forwards, or a costly mistake?
 
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There are so so so so many trading guides already that its a bit much to ask someone to type you a personal one. But here goes. Drop the turrets. A-rate your FSD and engineer it. Use ebbd.io to find loop trade routes with your range, try to only have at most 3 fsd hops otherwise will take too much time.

83 views and no one can tell me what to do with this type 9?

Yikes!!
 
Engineer it a bit, stick to well policed areas and have some fun, and if you like it buy some more upgrades. Don't like it, sell it.
 
If you're into trading (with a risk), good for you.
If not, why not just a Python?

The Python was my steppingstone to a 'Conda - as a mining ship.
 

dayrth

Volunteer Moderator
There are so so so so many trading guides already that its a bit much to ask someone to type you a personal one. But here goes. Drop the turrets. A-rate your FSD and engineer it. Use ebbd.io to find loop trade routes with your range, try to only have at most 3 fsd hops otherwise will take too much time.

This is good advice, but it's EDDB.io.
 
I've been using EDDB.io - it's pretty good :).

I had to giggle at the flight control dudes at one of the stations. Some dude in a hauler tried to squeeze through the letterbox that was filled with a large type 9, and I was the one getting told to maintain adequate seperation!
 
Your biggest mistake was thinking the trade ships in Elite are actually good for trading. It's pretty sad that the best trade ship is actually a warship, followed by a multi purpose, then another multi purpose, possibly another fighter and somewhere, way down the list, comes the actual trade ships.
 
Well I've been reading a few trade guides (I wasn't asking anyone to write me a bespoke one, I was just after a few pointers :) ) and it looks like 1mil an hour is perfectly feasible. If I make >1mil on a single run I'm gonna buyt my type9 a paintjob pack :) (my Asp and Vulture have paintjob packs, I hate stock :p)

pxc6ffb.jpg


1St6H1k.jpg


I'm thinking Tactical paintjobs this time rather than the flat colours :).
 
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As others have said, https://eddb.io/ is your friend.
So are an A-grade FSD, powerplant, distributor, shields and thrusters.
Have you considered using mines? I've heard they work wonders against NPCs if you get them behind you then fly straight.
 
Some thoughts:
- Go see Farseer to increase it's jump range
- Dump the weapons. All they do is give you the impression that maybe you should fight ships. Remove them fully and you KNOW that you should run 100% of the time. No potential for making the wrong decision. The positive side effect being you drop not only the weight of the weapons, but also the need for the powerplant to run them. So you can probably use a smaller sized PP, thus reducing weight even more. All of that will improve your jump range
- Even when engineered, jump range isn't great, so try to find good trade runs, as against just missions
- Saved up for the Cutter, which has 50% greater carry capacity, is much faster, has the option of awesome shields, but is still best used (IMO) by running away
 
My suggestion on what to do With a T9, you know there is a CG going on at the moment:

System: Gyvatices
Station: Walter Dock (Orbis Starport, large pads available, 9,205 Ls from main star, 162.79 Ly from Sol)
Objective: Deliver requested Coffee & Fish

Sign up for the CG before you start selling coffee (or Fish) at the market. My route (With 404 tonnes capacity transporting coffee) resulted in 640 000 profit each run.
My Source was the Laur system, Flettner Dock, there may be closer/ more convenient Sources but perhaps not that profitable.
The CG ends tomorrow afternoon so hurry.

Cheers
DZ
 
I just started using mine as a deep salvage rig. Feels the part big time and its fun -
* Fighter Bay
* Turrets
* SRV
* Limpets to retrieve canisters floating in space

Not a massive money maker in that role, but doing missions bumps rank slowly and again........it's fun.
 
I still want one myself, but I've been loving the changes (all but one of them) to my trusty Type-7.

What do you do with it? Fit it with a fuel scoop, plot yourself a nice long loop around the galaxy, fill the hold with Rare Commodities, and haul them off to the farthest inhabited corner you can find and then roll in the pile of credits you make.

Or contribute to CG's. That's how I ended up with a Type-7... I signed up for my first CG in Moria.. little did I know that this would turn into a massive Jackpot CG and I netted 220m credits when it finished. I was hesitant about the price of the Type-7 at the time, but I figured I could use it to build up my contribution and sell it afterwards. Then it was payday. I'd made back everything I spent and then some, so I kept it, and promptly spent most of the rest on other ships I'd been wanting to buy, outfitting them and have enjoyed each of them in turn.

I'm still hoping to see Ship Naming implemented, so I can officially title my Orca the USS Steely Dan
 
You asked for our advice - so here is mine:

Sell it and buy a Conda or Cutter. Can't afford/don't have the rank for one of those - trade in the Python till you do. A good friend warned me to never buy a Type 9 - flew one in Beta - glad I listened to him. Miserable ship.
 
Right. Don't drink and fly, fair enough.
Don't drink and buy either!!!

I am now the proud owner of a gleaming new Type 9 heavy with a 4 million rebuy cost (!!) and a 436 ton cargo capacity.

The station that sold her wasn't the best and the salesman was an at of the highest order. They were out of stock of pretty much every single module for the ship - I was lucky to get the 2 free stickers in the sacred book. No warranty, not so much as a bigger fuel tank offered as an optional extra. I pulled out enough of the styrofoam and contract paperwork to give myself a total of 436 tons of cargo space to play with though and I made a couple of trade runs.

On each trade run I got interdicted twice in a row, once by a twit in a Viper mk3, once by a dude in a Vulture (who to my great joy followed me to the station and got boot prints left in his face by system security) but so far I've been lucky and fast enough to be able to jump out shortly after they start shooting. The five laser turrets on the Type 9 are... well they're there and they fire. They don't do much though. And given the ship's current lack of a fighter bay, the only defence I have is to drop chaff and run.

Still, I made 600,000cr so it's not been entirely fruitless, but that's still only chipping at the corners of the 4 mil rebuy cost.

So what do I do with this thing? It seems a total waste of time to haul 436 tons of wine across 6 jumps for 90,000CR profit. It seems risky to fly anywhere without a fighter bay. It seems silly to have a ridiculously low jump range that turns a 36 light year journey into a 6 jump run..

I'm new to piloting the big girl. Any tips would be gratefully appreciated :D. Is the Type 9 a huge leap forwards, or a costly mistake?

First up, http://EDDB.IO

Create an account, click Loop Trade, set your jump range to 11Ly (or whatever) or more if you're happy with multi jump, set a reasonable limit for Ls from the main star. Type your current system and click search. You will get a list of the most profitable AB trades in the bubble.

The Type 9 is very good at making a decent profit which, despite having a Cutter, I cannot sell due to adoring its design... It is a dog off the bat, but it responds very well to engineering mods.

Even level 1 engineering mods give it a lovely little boost... Especially Lev 1 Dirty drives for that extra manoeuvrability.

The great thing about level 1 rngineering spells is that they require a single material, usually something common like iron, carbon, phosphorus or something... So you can absolutely max out your roulette spin at level 1 with a "god roll" repeating as many times as necessary and it will be equivalent to an average or good level 2 roll or even a mediocre or poor level 3 roll for some mods due to the ridiculous uncertainty margin of the RNG.

Heavy Duty armour level 1... Power plant level 1 etc.... Very easy, gains you rank with the Engineers up to about level 3 (progression slows by a factor of three per level) and adds about 5%~15% on to every stat. Speed, Damage Points and Jump range. The best level 1 mods are "Lev 1 max roll" shield boosters which, when stacked make your ship pretty g tough.

Level 5, IMO is only really mandatory for the FSD (you can NEVER have enough jump range) and weapon overcharging to prevent jitter.

o7 commander!
 
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