Horizons Clipper Loadout for Smuggling

cutter01.jpg

After playing with the Cobra Mk III and Asp Explorer doing the long range smuggling runs I decided to see what the Clipper can do. Amazingly it works pretty well. All are A rated ships. The Cobra is fast with great jump range and fast fuel scooping but has limited cargo space and needs more fuel space. The Asp is also fast with great jump range, fast fuel scooping and adds cargo and fuel space. The Clipper is fast with serious cargo space but could use more fuel space and a larger fuel scoop.

The Clipper wins hands down with C3 beams and C2 Multi-Cannons (same as my FAS). It can take out any NPC one-on-one and I did well with three fighters attacking. The charge capacitor is fast and in Supercruise it runs cool at 30% and up to 57% when the FSD is activated. Haven't used a Heat Sink yet. While it doesn't turn on a dime the Flight Assist Off more than compensates.

Limitations? Shields even with a Booster can go down pretty quick and modular damage can occur. Avoid getting rammed! Speed, maneuvering and some chaff now and then is your friend to avoid weapons hits. The lower jump range and limited fuel makes fuel scooping mandatory for each system when available but not a big deal per arriving, scooping (topping off) then FSD to the next system all in about 30 seconds. Locally this Clipper loadout will go 100 LY without refueling. The Cobra and Asp could make the long runs in about 20-25 jumps. The Clipper does it in 30-35. I don't worry about approaching ships while scooping as I'm usually out of there before they get close.

The Clipper is a large ship so it cannot dock at medium pads at outposts. But with Horizons it can dock at planetary bases and there are more than enough missions to fill the hold. My first run netted 32 million and I had cargo space to spare.

Advantages? The Clipper is so fast I rarely get Interdicted even when they come for me. Once Interdicted two boosts and it's out of firing range with the FSD online all in about 10 seconds. Add that it can take out any ship and fight or flee options are both in your favor. With serious cargo space the more lucrative smuggling runs become available. That of course requires the high trading rating and a friendly faction to access them.

Many choose lower rated modules for maximum jump range at the expense of defensive/offensive capabilities. I'll probably tweak it a little as well. For now I like the A rated version which makes it a good combat ship with no changing items per a specific mission. The fuel scooping is a small price to pay.

Overall it feels like a Cobra on steroids. Lots of cargo, fast, maneuverable with FA, serious weapons and so darn fun to fly! Given its capabilities versus lower jump range and more fuel scooping it's a great trade off. Anyway that's my first impressions for your consideration. I think the Clipper may have found it's place in ED.

Regards

FINAL UPDATE 20/1/2015: Here's my final A-rated Loadout . See what you think.

After many long range smuggling runs in both the Python and Clipper completed I find the Clipper to be excellent in this role. It's faster than the Python to escape Interdictions; much more manueverable with excellent weapons to fight when desired (note the Python is a lot better in Combat with advanced Pilot skills); has better jump range given my personal requirements with lots of cargo space (192 for me); and doesn't have higher class ships attacking as occurs with the Python.

A larger and faster Fuel Scoop would be nice but at the expense of cargo (the Python Fuel Scoop is very fast). Still I learned to scoop while circling a sun to the left or right of my ship at max Supercruise instead of head on with the sun directly above or below. This also causes interdictors to often crash into the sun while trying to get behind me! Sometimes I'll circle a non-fuel scoopable sun just for this effect. If interdicted I just zero the throttle and point away from the sun and watch the fun.

Overall I like the Clipper for less interdictions and faster arrival times and the Python when I want Combat and access to medium landing pads. Both do the missions very well.

There is one issue...the standard illicit missions. It seems that outpost missions show up the most followed by stations then finally planetary bases. No problem with shadow missions but non-shadow illicit station and base missions take longer to acquire...even longer if not Tycoon or Elite trader ranked. They will always show up but could be quite some time before filling the hold.

Hey, FDevs a few more illicit mission frequency please! It's a crowded universe with places to go and commodities to deliver! We starving Clipper pilots will beat any price the fancy Tycoon or Elite traders can offer! :)
 
Last edited:
How does it perform against NPC detection at large stations? Do you use silent running with it? Or are you just picking surface missions?
 
The Clipper was my original smuggling ship (1.1 to 1.3) It does the Job well. The Python is the best all rounder, although for large pad mission smuggling + hauling, the Cutter is an absolute beast.

@Weps, Combine SR with speed docking, you'll never hear the words scan detected.. Using just speed, you will occasionally start getting scanned, you'll still be out of range before the scan finishes. I prefer not being scanned in the first place, combination of both methods works best for me.
 
Last edited:
How does it perform against NPC detection at large stations? Do you use silent running with it? Or are you just picking surface missions?

Here's what works for me...

Departing...4 pips to ENG max speed, boost at the mail slot, fly STRAIGHT keep boosting until out of station/ship range (even if one follows you) then align with target and FSD. Can also boost while the FSD is charging if needed.

Arriving... Fly between the planet and station then straight into the station with the entrance in front of you. 4 pips to ENG max speed boost once towards the station, request docking less than 7.5km away, max speed to the slot. Closing 2 pips to ENG 4 to SYS (in case you crash) then lower speed slightly for a fast entrance (no need for maximum speed hitting the far side wall of the station etc.). Lower gear just before entering, pass completely through the mailbox (it's a BIG ship), then activate the Docking Computer for a fast touchdown.

If the NPC follows you from an Interdiction boost away, target the ship (next target) and wait for his departure wake. Then return to the station.

Surface missions...New to me so I just come in max speed until I get dropped out for now, request docking, fly close to the pad and let the docking computer finish. Very fast. Also works great at outposts with smaller ships.

No silent running or heat sinks. Just speed and accuracy and I never get scanned. Thus other goodies can be mounted on the utility mounts.

Update: I just let a system authority ship (Viper III) follow me all the way in to a planetary landing. It wasn't a fail scan mission. Now I get it. It's just a series of Interdictions boosting away and FSD until the next one. He stayed with me down to about 20km away from the base when I outran him and saw his low wake departure just like an outpost approach. Then it was landing as normal. Being faster he never caught up or completed a scan. Pretty easy 500k payday for some marijuana! Time to go for a buggy ride.
 
Last edited:
I took the liberty of 'tweaking' your loadout a bit and managed to squeeze a bit more range and shields out of it without affecting the cargo capacity ;)

This has been my fave ship since Premium Beta, so I fly these a lot :)
 
How does it perform against NPC detection at large stations? Do you use silent running with it? Or are you just picking surface missions?

There's no need for silent running in a clipper, just approach the station from the planet size and you'll never get scanned on your way in.

As for the OP, all you need is some weak shields for landing, 6A thrusters and the PP to run them. NPCs wont be a problem ever, you have the speed to get out of trouble and scanning range.
 
Last edited:
I took the liberty of 'tweaking' your loadout a bit and managed to squeeze a bit more range and shields out of it without affecting the cargo capacity ;)

This has been my fave ship since Premium Beta, so I fly these a lot :)

Thanks but...I didn't see any changes in the loadout. Did you hit the floppy save icon next to the ship name?

Regards
 
It is an excellent smuggler and very fast. My favorite smuggler atm. Indeed doesn't need silent running just boost away in every occasion including entering the mail slot.
 
Still gri***** ... I mean doing missions ... for ..... Clipper ..... must resist .... other distractions ..... 22% Lord .... 78% to go ......
 
I dont have any other loadout then when i do normal trade runs, witch means 240 tons cargo, with 3A prism shields, and everything is "D" specced, exept the frameshift drive of course, sometimes a fuel scoop comes in handy though.
As for the fear of scanning part, it all comes down to one smooth contiuous approach, as others said, the moment you hang around too long, its over. i tried once smuggling with the fed dropship, but its too slow on approach to the station, i got scanned more than i'd like to admit.
Is that cutter not too sluggish for the same reason?...too slow?...i only tried it in the beta test client, i found it rather slow compared to the clipper, but given its mass, thats understandable.
 
How's about this?

Edit: Wrong image...
Edit2 : Right image :)

(picture)

You need to do a bit of power management to make it feasible though :-

(picture)

Edit3 : Seems I'm having one of those days! Try the correct link here :)

I think you may have dialed it in! A little less on the sensors, life support and power plant plus increased shield changes the jump rates from 18.53/15.23 to 20.99/16.25. Still given 500 LY actual ship travel (nothing is in a straight line as the Galactic Map would suggest) unladen would reduce the number of jumps by 3. Might not really be worth it overall except of course for the better shield.

The other option is to go for the 6A powerplant and 6A shield with no change in the jump rate as they weigh the same from the original 6C/6E loadout. The bad news is another 32 million to install them. That puts the rebuy at 3.4 million. Hmmm...Better have an awesome pilot driving!

Thanks for the all the work!
 
Last edited:
You can actually go as low as a 5A power plant and drop the thrusters and power distributer to 6D and get 22/17.5LY if you're willing to sacrifice a bit of punch. Those thrusters are more than enough for that mass of ship, although the power distributer may be a step too far.

A trick I learned a long while back about squeezing range out of ships is that the D class equipment is by far the lightest. I've done a lot of exploration and you tend to D rate everything except the power plant to get the best range. Always have an A rated power plant though, because they handle the heat much better than the others while fuel scooping and also tend to run a loot cooler in normal running. Check this basic exploration Clipper build out and you'll see what I mean :)
 
Last edited:
Back
Top Bottom