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

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.

I thought so too when I began, but apparently more experienced players think that's peanuts. I see people optimizing with nearly 20ly for trade, so, yeah =P

My cobra now jumps 15 and my Adder 22, and it's much more practical.
 
Been flying a T6 for a couple of weeks now.

B-level FSD.
D-level power plant.

Everything else completely stock, 100 slots of cargo.

Great jump range (16-18LY), great cargo capacity.

For defense: chaff, and 2 point defense guns. Guns are default pulse laser, which I don't plan on using unless i HAVE to.

I prefer a long jump range because I don't like having to jump 10LY, then stop at a waypoint to get the final 5LY. Waypoints = potential attack while waiting for FSD cooldown. In supercruise, my tactic is to either beat the interdiction (i almost always do), or boost like hell and get out of there. I've killed too many cargo ships in my Viper to foolishly believe my T6 can put up a decent fight against with a combat loadout.
 
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I thought so too when I began, but apparently more experienced players think that's peanuts. I see people optimizing with nearly 20ly for trade, so, yeah =P

My cobra now jumps 15 and my Adder 22, and it's much more practical.

Well then, if jump range is that much important, you wanna get yourself the biggest FSD out there and double the cost of your T6, more power to you. Me? I'm grinding luxuries in my T7 with a full D set plus four gimbal pulse. I'm at 58 million right this moment and hopefully before next Monday I'll make it to 70 and buy myself a nice little T9. I don't even need to jump between systems :]
 
Been flying a T6 for a couple of weeks now.

B-level FSD.
D-level power plant.

Everything else completely stock, 100 slots of cargo.

Great jump range (16-18LY), great cargo capacity.

For defense: chaff, and 2 point defense guns. Guns are default pulse laser, which I don't plan on using unless i HAVE to.

I prefer a long jump range because I don't like having to jump 10LY, then stop at a waypoint to get the final 5LY. Waypoints = potential attack while waiting for FSD cooldown. In supercruise, my tactic is to either beat the interdiction (i almost always do), or boost like hell and get out of there. I've killed too many cargo ships in my Viper to foolishly believe my T6 can put up a decent fight against with a combat loadout.

Very sensible. Can't outfight a tank with a truck.

I like how Elite gives you the chance to outrun your attackers even when on a huge, heavy, slumbering beast of a ship :)
 
I like how Elite gives you the chance to outrun your attackers even when on a huge, heavy, slumbering beast of a ship :)

It truly does. Despite all the complaints you'll see, piracy is NOT easy. All the guns in the world don't help, if you're too far from the cargoship for them to hit before they jump.

Depending on how the 2 ships exit supercruise (in spacial relationship to each other), boosting out and jumping in a cargo ship is VERY fast and easy. That doesn't mean a pirate can't try again, of course - but successful piracy takes some skill and effort.
 
Would it be worth it to invest in a mine launcher? I'm worried about trying the Brave Sir Robin maneuver and getting chased by someone who won't give up.
 
I wouldn't bother. The most you're likely to do is vaguely annoy whoever is chasing, whilst effectively throwing credits at them.

I use a class A shield and boost out of there. There's been a lot more NPC interdiction since 1.1, though. Just earlier I had a federal dropship interdiction, he took 1.5 bars out of the shield before I was able to jump out.

I have equipped a laser on my T6, but I can't really see myself ever using it, it's just not worth getting into a scrap.

One of the benefits of a better FSD class that's not been mentioned is that it reduces fuel costs. The same length jump costs less in fuel with a better FSD, so you save money. Of course, you don't save 1.6M credits, but I'd assume on either selling the FSD later to recoup the major cost, anyway.

Tbh once you have the T6, collecting a million credits is not too tricky, so you may as well spec it out.
 
I wouldn't bother. The most you're likely to do is vaguely annoy whoever is chasing, whilst effectively throwing credits at them.

I use a class A shield and boost out of there. There's been a lot more NPC interdiction since 1.1, though. Just earlier I had a federal dropship interdiction, he took 1.5 bars out of the shield before I was able to jump out.

I have equipped a laser on my T6, but I can't really see myself ever using it, it's just not worth getting into a scrap.

One of the benefits of a better FSD class that's not been mentioned is that it reduces fuel costs. The same length jump costs less in fuel with a better FSD, so you save money. Of course, you don't save 1.6M credits, but I'd assume on either selling the FSD later to recoup the major cost, anyway.

Tbh once you have the T6, collecting a million credits is not too tricky, so you may as well spec it out.

I agree with you there it is really quite fun to fly in full A rating, but in the meantime toward that goal just spec it out for your runs, as others have said B and D ratings will just about fill almost all needs of this ship.
 
I'm fond of two mine launchers myself. Running in a straight line is even better when the pilot chasing you can't follow the same line. I even got a kill against a particularly focused/oblivious Eagle pilot whose shields held up remarkably well to the stream, but when they went down the hull popped almost immediately.
 
Bruce Lee demonstrated a technique called "the art of fighting without fighting" which pretty much boils down to "run away"

In the case of a T-6: lumber rapidly. All pips to shields and boost for a jump vector. If you remember the words to Lynyrd Skynyrd's "Gimme 3 Steps" you can try singing that, too.
 
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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
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.

Yep, "what he said" :rolleyes:

Space Time :D
 
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