Newcomer / Intro Lakon Type 6 - best way to defend?

Hi!

Just bought my first Lakon Type 6 to do some hauling while my Cobra waits to be equipped for exploring.

What`s the best way to defend the ship? Mine launcher? Chaffs? Point Defence? ...

Cheers,
Cmdr MyHammer
 
While T6 ain't exactly maneuverable, in a straight line it's surprisingly quite a fast runner. However I do recommend you at least carry a shield, upgrade power distributor to A class, and carry along Heatsink, Chaff and Point Defense. Heatsink for boosting while charging FSD, Chaff for countering gimbal and Point Defense juuuuust in case they dry your shield and try to pry you open with hatch breaker.

Few days ago me, my T7 and a full load of rare items got interdicted by a human player in his Cobra. So we stood still facing each other, he played some word games, probably scanning my cargo at the same time (can't remember for sure tho). Now, usually I would do my space-turret trick - full-speed, boost, FA-off and turn myself around mid-air and shoot the chaser with my two C1 gimbal beams, hopefully scoop some bounty along the way, but a real player I ain't so sure cuz I dunno if he was carrying shield cells. So I looked at him for a few seconds, figured it ain't worth the risk, turned around and hauled-***. ****er opened fire on me, scraped my shield a bit. I boosted, dumped a chaff and a heatsink at the same time and five seconds later I was back in supercruise. Poor ****er didn't even have a chance to catch up.
 
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Assuming Solo, I use 2A Power Plant (heat management), 4A Thruster (speed), 4A FSD (jump range), 3D Shield, D everything else, no weapon/utility, 104 cargo

I just boost and run from everything.
 
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This is just the thread for me. Apparently my ideas for surviving are pretty much what you all do. Advance boldly to the rear. BOOST BOOST JUMP!!!
 
thanks for all the advice, nice approach with the flying backwards and then boost against the threat, while he is
hunting you. I'll try that. At the moment I am all on D, it'll take
some time to upgrade everything to A, not sure if I want to invest that much in a T6. Can I equip the cargo slot with a 64 module?
 
Don't get fixated on those letters, study the stats. sometimes a D3 is better than an A2, for example, or the opposite. On my trade-only T6, it's got no shields, big FSD (I think B4 now), only enough power to run what's needed, decent power coupling for fast recharges. Playing solo, mind, so only NPC trying to inderdict. So far, I've evaded about half the inderdictions by better flying (even in a freighter :) ). If I do get inderdicted, max drive and boost as often as possible until FSD cools down, then FSD again, so far, this has worked. Upgrading the bulkheads might reduce some damage but it's expensive on that ship. I guess against a skilled player in a well equipped fighter, would need better tactics or would get blown up.

Also, max power distribution to the engines at all times - I don't have any weapons to run, and the boost capacitor recharges faster.
 
My L6 is now finally fully A Grade across the board. I've got a Gimbal class 1 laser, and the defensive mines, in the weapons slot. Then as others say, Chaff, Heat Sink and Point Defence in the utility slots.

Interdictions - for NPCs I've learned to mostly win the game and not get interdicted in the first place. However I've since read it's better to submit to it (kill SC engines), which avoids damage if the interdiction game is lost, and allows the FSD back online sooner. Then, boost-boost-jump.

However, having recently completed the fitout, with military grade bulkheads, A grade shields, and some shield cells, I'd like to see what a small NPC attacker (up to Cobra size) makes of me, as I think I'll be a tough nut to crack (although I'd want an emptish cargo hold when I try it!).

Hauling 100t of stuff generates me around 800k credits an hour (I have a four-system trading route that nets 400k a circuit and takes around 30 minutes to get around), so it wasn't long to get me to A grade.

Also, stick to higher security systems when trading.
 
I ain't a newbie, but I'm aiming for a L6. I must ask: why?

In case you didn't realize, going full-A in most cases not only won't it grant you extra performance, but is also a complete waste of money. A full-set of D components will do the job just fine, plus it will also maximize your jump range without upgrading your FSD directly. Besides, unless you're doing rarity run, 10LY jump range is more than enough for the job.

[Type-6 Transporter]
S: 1F/G Pulse Laser
S: 1F/G Pulse Laser
U: 0I Chaff Launcher
U: 0I Heat Sink Launcher
U: 0I Point Defence


BH: 1I Lightweight Alloy
RB: 3D Power Plant
TM: 4D Thrusters
FH: 4D Frame Shift Drive
EC: 2D Life Support
PC: 3A Power Distributor
SS: 2D Sensors
FS: 4C Fuel Tank (Capacity: 16)


5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3D Shield Generator
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)

The whole thing cost you a tad over 1.5 million, and every index is well beyond your optimal operating capacity. A full-A setup will cost you over five millions...I mean, damn, you could fix yourself a whole armada of smaller crafts with that kind of money, and pouring all of it into a mere transport vehicle is...plain silly.

(reference: http://www.edshipyard.com/#/L=30W,5QH5QH01Q0Wg0mI,2-5K6u6u3m4s3m6k,08c08c0720727Q403w03w)
 
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In case you didn't realize, going full-A in most cases not only won't it grant you extra performance, but is also a complete waste of money. A full-set of D components will do the job just fine, plus it will also maximize your jump range without upgrading your FSD directly. Besides, unless you're doing rarity run, 10LY jump range is more than enough for the job.

[Type-6 Transporter]
S: 1F/G Pulse Laser
S: 1F/G Pulse Laser
U: 0I Chaff Launcher
U: 0I Heat Sink Launcher
U: 0I Point Defence


BH: 1I Lightweight Alloy
RB: 3D Power Plant
TM: 4D Thrusters
FH: 4D Frame Shift Drive
EC: 2D Life Support
PC: 3A Power Distributor
SS: 2D Sensors
FS: 4C Fuel Tank (Capacity: 16)


5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3D Shield Generator
2: 2E Cargo Rack (Capacity: 4)
2: 2E Cargo Rack (Capacity: 4)

The whole thing cost you a tad over 1.5 million, and every index is well beyond your optimal operating capacity. A full-A setup will cost you over five millions...I mean, damn, you could fix yourself a whole armada of smaller crafts with that kind of money, and pouring all of it into a mere transport vehicle is...plain silly.

(reference: http://www.edshipyard.com/#/L=30W,5QH5QH01Q0Wg0mI,2-5K6u6u3m4s3m6k,08c08c0720727Q403w03w)

Makes sense. You hear a lot of people telling you to upgrade stuff like the Cobra to A, and I never flied a freighter, so I wasn't sure why the logic was reversed. Thanks.
 
Lol, you're hauling over a hundred tons of cargo half the time and you think taking off that two wee little lasers and the ship is suddenly gonna let you pull off some sick moves?

No, mate XD But with smaller ships, the weight of a gun usually reduces a bit your jump range. So it's natural for players upgrading to assume that even such a small ammount may have an impact =P
 
No, mate XD But with smaller ships, the weight of a gun usually reduces a bit your jump range. So it's natural for players upgrading to assume that even such a small ammount may have an impact =P

Well, I dunno about you but for me, 10LY jump range is more than enough for most jobs with the help of http://www.elitetradingtool.co.uk/. Plus I get a good laugh when I explode some good-for-nothing, small-time vermin with what's literally a flying shipping container.
 
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