Ships How to get the best out of the type 9

I traded in my Anaconda to give the cutter another try and consequently buried the Cutter in a planet (don't drink and fly kids).
Now I remembered still having a type 9 in storage and decided to make that my big ship for a while.
So first I a rated it except for sensors and lifesupport they are d.
Next up I engineered almost everything to grade 5 exempt thrusters they are grade 4 (still looking for those fragments).
Oh and the shield generator is 6 bi weave and also there is an slf and pvh on board and there are 3 turreted beamlazers and 2 turreted mc.
The utility mounts are fitted with shield boosters.
Last up I did some detailing and changed colour to tactical white.
Now to be honest it has improved quite a bit and I am really starting to really like it.
For pve it is even quite able to defend itself pvp is not an option for this ship but I don't engage in pvp so.
Now I am wondering if any of you outfitting experts can help me get the very best out of this ship.
Enrich me with your knowledge.

Thanks 07
 
Firstly, welcome to the Type-9 club. It's a great ship!

I remember using the Type-9 for basic hauling ages ago, but I revisited it a few months ago and after engineering the thing, it's a totally different flying experience. It's still one of my favourite ships.

The beauty of it is that it's highly versatile. Apart from combat, there are two main roles that it rules the roost with:

1. Mining
2. Trading

For mining, you can take a look at my build here:

https://inara.cz/cmdr-fleet/28874/193954/

The key thing to get out of it is that you want it packed to the gills with collector limpets, so get as many collector limpet controllers as possible. The build above has changed slightly, as I later swapped out my 7E cargo module with a 2 fighter bay.

6A shields stayed, but all the remaining modules, from 5 down, were taken up by collector limpet controllers and one prospector controller. In terms of efficiency, it's actually more time and cost effective to have tonnes of limpets. As you use them up, you'll fill up the 8E cargo hold.

In terms of engineering, in a nutshell I aimed for the following with the modules (all G5 or whatever the max available):
Sensors, life support were all lightweighted.
Reactive armour was also turned light weight, although I am thinking about having these engineered to heavy armour.
FSD is G5 for distance, I get about 21LY range or something close.
Thrusters G5 Dirty drives. Just makes regular flying so much smoother.
Power plant is G5 overcharged
Power distributor is enhanced for engines (g5)
Beam lasers engineered at G5 sturdy mount
Shield boosters are a mix of resistance and heavy duty

That's it in a nutshell.

For hauling, I swap out the collector limpets for cargo holds. Keep the shields and fighter bay as is as you don't want to skimp on security.

If I'm going on a long journey, I temporarily swap one of these for a fuel scoop, then sell it at the destination and then replace with a cargo module when I get there (or transfer the cargo module over).

I'm currently using mine for power play to rank up with a specific power to get some speciality weapons and it's been amazing to transport propaganda at 532 tonnes a pop. For security I've installed two small mount torpedoes, and the rest of my hardpoints are for mines. I've stored the beam and mining lasers.

One final word of wisdom I can give you is to use Flight Assist Off to your advantage. A lot of people complain about the Type-9 and say it's not very manouevrable. That might be true in Super Cruise, but if you have engineered the thrusters, then it's not such a problem in regular space.

Most people don't know how to use Flight Assist Off so they don't know how much easier it makes flying. I've been experimenting with it a lot lately, and it works a treat with the Type-9. If you're being chased by a pirate, for example, you can, whilst charging the FSD, take evasive action and fly all over the place rather than in a different direction to the target system. Then, when the FSD drive is charged, simply turn off Flight Assist. This will allow you to pivot your ship *whilst still travelling away from your opponent*, but with the nose of your ship in the direction of the system you will jump to.

Since the FSD is already charged and you're going at full throttle, the Frame shift countdown will activate. This could make all the difference in a tight situation as the last thing you want when being chased by a Fer-De-Lance is to follow a predictable flight path as you line up with the destination. Far better to turn in the last moment, and FA off lets you do that. It's just one more little thing that can make all the difference.

I hope that helps you, Commander. If you have any questions, don't hesitate to ask!

Here's a picture of my baby, The Palmyra

DFMzeEdUQAExzhz.jpg
 
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Hi baba,

Thanks for your reply.
I am definitely going to look into your suggestions I wanted to give mining a go.
I used it as a battle cow yesterday it was a hoot took down an an anaconda and all.
Especially the reactions of other players in their corvettes was great.
Mine is called bulky mcbulkface .

O7
 
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