I need advice on the Type-9! HELP ME WITH MY SPACE COW! (Any and all help would be appreciated!)

So i made a thread earlier about whether or not I should trade my Clipper in for the Type-9. But nobody answered so I just said "Eh why not?" and did it anyway. But I am coming back from a few months away and was shocked to see just how much had changed. However the biggest change for me personally since I do mainly Trade/Passenger mission was the extra 8 slot on the Type- 9. It puts it in the ballpark of the Cutter in terms of trade capabilities for a fraction of the price and would make the bulk hauling missions alot easier. And that is my main concern right now. Money.
Because I am trying to work my way up to an Anaconda.




I have a problem though.......I have absolutely no idea how to properly build the thing or even how to fly it. Previously the bulkiest ship I ever flew was the Type-7, but the Type-9 makes the Type-7 feel like an Eagle. There are various builds and videos that I have found but they are all out of date and don't reflect the various changes that have taken place over the years. The fact that the Type-9 was also never the most popular ship means that the information available is limited to begin with.



My other issue like I said though is money. I am down to 30 million now after laying hands on my new Type-9. So I need to know what to buy first and what to prioritize.





So I will take any and all tips, suggestions and opinions. I am all ears. I need all the help I can get.
 
Solo,PG or Open?

If open their will be different concerns in comparison to solo/PG. Cant say much for open as i play solo or private group.

Because of the above my build is very basic,6A FSD,the lowest class shield the ship will take,an ADS and the rest all set up for cargo.

To make money you want to find extraction/refinery and high tech economies.

Ive found the pleiades good recently.

Im currently out in Maia as its in boom,was in Pleiades Sector HR-W d1-41 last week as it was in boom then.

Since the Aegis stations have all be disabled a lot of missions are going to a select few starports which is handy as it saves time if credits is your main concern.

You will need to rep the local factions to allied,a little bonus is there are a few factions in multiple systems.

Im managing to fill a T9 with 4/5 missions worth between 2.5-8mil each when in a boom system when fully allied.


Id start at Stargazer asteroid base in Pleoine. Its not got much in the way of cargo missions but is usually full of data delivery missions which should get you some rep locally,theres a few systems you will start to see pop up regularly and you should be able to create a trade loop for yourself. Just switch up which system you base yourself when the state leaves or enters boom while also keeping an eye on the economy types,again looking for extraction/refinery or high tech in boom.

Good luck CMDR o7
 
I recently got back into a type-9, and by far the best improvement you can make to handling is 7A G5 dirty drive thrusters. It will never roll faster than Rosie O'Donnell going up hill, but pitch and yaw gain tremendously. That is pricey though. FSD is the other obvious one, which I would prioritize before thrusters in regards to both A rating and engineering. With A rated FSD and D thrusters, I would overheat while charging FSD if I boosted, but with A thrusters no heat problems (even tuned DD). Just don't boost when FSD charging though, and it isn't an issue.

If you are ok with not running weapons, only grade A the FSD for now and live with the 200 boost and sluggish handling (it can actually be an endearing quality), then you should be able to skimp big time on PP & PD until you have the funds to go all out. I'm running a Prismatic in the 5 module, but if you plan on running from interdictions, a D would probably serve fine.

I'm sure there are plenty of people who are happily piloting away totally un-engineered lowest slot possible, D grade Type-9's too, don't feel like you have to do anything. Do what you can afford without dipping into rebuy + a possible big loss on cargo, then upgrade whatever you'd most like to see improve. You bought a fine ship, best of luck!
 
I recently got back into a type-9, and by far the best improvement you can make to handling is 7A G5 dirty drive thrusters. It will never roll faster than Rosie O'Donnell going up hill, but pitch and yaw gain tremendously. That is pricey though. FSD is the other obvious one, which I would prioritize before thrusters in regards to both A rating and engineering. With A rated FSD and D thrusters, I would overheat while charging FSD if I boosted, but with A thrusters no heat problems (even tuned DD). Just don't boost when FSD charging though, and it isn't an issue.

If you are ok with not running weapons, only grade A the FSD for now and live with the 200 boost and sluggish handling (it can actually be an endearing quality), then you should be able to skimp big time on PP & PD until you have the funds to go all out. I'm running a Prismatic in the 5 module, but if you plan on running from interdictions, a D would probably serve fine.

I'm sure there are plenty of people who are happily piloting away totally un-engineered lowest slot possible, D grade Type-9's too, don't feel like you have to do anything. Do what you can afford without dipping into rebuy + a possible big loss on cargo, then upgrade whatever you'd most like to see improve. You bought a fine ship, best of luck!

Yeah the FSD is first on my list because I would like to make deliveries without having to make 17 jumps.


As for weapons I am not too bothered. I won't be outmaneuvering or out-gunning anything in a Type-9 lol I will just toss a couple of mine launchers and make sure I have enough chaff and other stuff to bide me time so I can run away at the speed of a mildly forceful flatulence.


If I do that though will I ever need to worry about the PP and PD? Or should I go ahead and grab them at some point even if its only to throw some shield boosters on?

Solo,PG or Open?

I am in Solo for now. Idk if that helps. Thank you though for the rest of the advice!
 
I'm running mine launchers in the mediums (learned the hard way in the smalls...) and the 3 of them are 1.2 MW draw. You can get plenty off with 0 pips to weps while you're high tailing it. Not sure on a booster, I've got 1 heatsink, 1 chaff, and a 2 point defence, one on top and one on bottom, but I've really never had a problem getting back into supercruise after and interdiction. I would just upgrade the PP plant as needed if you want boosters or w/e else, and the PD for me on the Type-9 really only needs to get me 2 or 3 boosts off before a wait on recharge, which doesn't take much of one. (I'm no expert on any of this btw! Just personal preference.)
 
I'm running mine launchers in the mediums (learned the hard way in the smalls...) and the 3 of them are 1.2 MW draw. You can get plenty off with 0 pips to weps while you're high tailing it. Not sure on a booster, I've got 1 heatsink, 1 chaff, and a 2 point defence, one on top and one on bottom, but I've really never had a problem getting back into supercruise after and interdiction. I would just upgrade the PP plant as needed if you want boosters or w/e else, and the PD for me on the Type-9 really only needs to get me 2 or 3 boosts off before a wait on recharge, which doesn't take much of one. (I'm no expert on any of this btw! Just personal preference.)

I have honestly never run Mine launchers. I might need to check out a tutorial on them. They were the only consistent thing I was seeing on the older builds I found.


Also expert or not thanks for the advice!
 
Givin your current balance id say solo is perfect.

As the other poster mentioned,a rebuy + the cost of the cargo your carring can be very painful if you get shot down.

Yeah I figured. I think I might even grab a Dolphin and run some Passenger missions or maybe even a Viper and do some bounty hunting for a bit just to give myself a really nice cushion in case of disaster.
 
If you are in solo, then AI will not be a representative threat. Don't bother with weapons; you are trading, not sitting on the porch in a rocking chair, taking pot-shots at the local varmints. The problem with guns on a trade ship, is the temptation to use them.

Your goal is survival first, profit second. So many traders have that in reverse. You can't profit if you are dead. ~700 tons per run for valuable cargo is nothing to sneeze at. Fly smarter, not harder. Your bank balance will love you for it. With a good fit-out you can fly in open no-problem as well.

People endlessly base assumptions on the old type-9, that had about half the hull armour; they are mistaken about survivability. If you've ever shot at one in a CZ since the hull changes, you'll know what a little engineering can do. They just take an endless pounding.

Suggestions:
- apply heavy duty engineering to the base hull, more is good (there is no weight penalty)
- Populate the class 2,3 with hull reinforcement, ideally heavy duty engineering to increase resistances (it's trivial cargo versus non-trivial armour)
- use a class 6 shield; bi-weave if you want it to be 'always up' for any interdiction (the reform time is so fast that it'll be back up even with chain interdiction)
- fit 4x A rated boosters (engineer for high resistance)
- engineer class 5 or 6 PD with charge enhance (infinite boost, and it'll feed the rapacious reform time of a class 6 bi-weave)
- engineer FSD as high as you can get it

Class 7D, or 6A thrusters will shave a lot of weight, and keeps the costs down; 6A are great with engineering (throw the optimal mass modifier on grade 3 dirty for good times). This will give you ~712 tons of usable cargo capacity, a ship that is ~1300 base armour (with engineering it'll hit 1.6k in armour) and shields that reform in ~40 seconds (20 seconds in SC).

--

Type-9 is a beast, don't consider throwing some engineering at it, as a wasted endeavour; it's not. The old crate with some respectable engineering will take an utter beating; and nothing outhauls it for the investment. Nothing.

Also, if 777Driver doesn't offer some darn fine advice, I'd be shocked (and appalled); the dude munches on commanders in his type-9, never mind trades like a bawse.
 
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If you are in solo, then AI will not be a representative threat. Don't bother with weapons; you are trading, not sitting on the porch in a rocking chair, taking pot-shots at the local varmints. The problem with guns on a trade ship, is the temptation to use them.

Your goal is survival first, profit second. So many traders have that in reverse. You can't profit if you are dead. ~700 tons per run for valuable cargo is nothing to sneeze at. Fly smarter, not harder. Your bank balance will love you for it. With a good fit-out you can fly in open no-problem as well.

People endlessly base assumptions on the old type-9, that had about half the hull armour; they are mistaken about survivability. If you've ever shot at one in a CZ since the hull changes, you'll know what a little engineering can do. They just take an endless pounding.

Suggestions:
- apply heavy duty engineering to the base hull, more is good (there is no weight penalty)
- Populate the class 2,3 with hull reinforcement, ideally heavy duty engineering to increase resistances (it's trivial cargo versus non-trivial armour)
- use a class 6 shield; bi-weave if you want it to be 'always up' for any interdiction (the reform time is so fast that it'll be back up even with chain interdiction)
- fit 4x A rated boosters (engineer for high resistance)
- engineer class 5 or 6 PD with charge enhance (infinite boost, and it'll feed the rapacious reform time of a class 6 bi-weave)
- engineer FSD as high as you can get it

Class 7D, or 6A thrusters will shave a lot of weight, and keeps the costs down; 6A are great with engineering (throw the optimal mass modifier on grade 3 dirty for good times). This will give you ~712 tons of usable cargo capacity, a ship that is ~1300 base armour (with engineering it'll hit 1.6k in armour) and shields that reform in ~40 seconds (20 seconds in SC).

--

Type-9 is a beast, don't consider throwing some engineering at it, as a wasted endeavour; it's not. The old crate with some respectable engineering will take an utter beating; and nothing outhauls it for the investment. Nothing.

Also, if 777Driver doesn't offer some darn fine advice, I'd be shocked (and appalled); the dude munches on commanders in his type-9, never mind trades like a bawse.


You just told of alot of stuff I never even thought of. The hull reinforcements on the smaller cargo slots especially. I never thought of it that way.


Would you recommend Mine Launchers at all as a precaution? Or should I stick with the no guns tanky as crap loadout?
 
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