Lakon Type 9 / Weapon & Internals Loadout

Hello,
I would like to outfit a t9 to make it able to respond to fire while being interdicted, still have decent jump range and 500T,
my main question is about weapon, are turret mandatory on every hardpoint, and which one you guys use?

Also i have never tried to use turret is there anything i should know about it?
How do you move/fight with it since you can t stay on the tail of the opponent ?

http://www.edshipyard.com/#/L=30Y,7u67u65Rs5QS5QS01Q0Ga,2-9iBa9Y8S9i6u9s,0DI0Bk0AA7Sk07207205U05U03w
 
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I do not use weapons at all. Saves money, energy and weight.
Your best weapons are: best power distributor + shield cells
 
I do not use weapons at all. Saves money, energy and weight.
Your best weapons are: best power distributor + shield cells

And then you get interdicted by an ASP and die. With a Type9 you have to be prepared for combat.

About your fitting....get a A-rating Distributor, B-rating means unnecessary weight and A has better output. With 6A you can fire E2 beams for a long time, no need for lots of ballistic weapons. Getting shields down quick is important when defending, because AI changes strategy when shield is down.

I have the same problem but got a good fitting and just trying to optimize.
https://forums.frontier.co.uk/showthread.php?t=108003


 
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I do not use weapons at all. Saves money, energy and weight.
Your best weapons are: best power distributor + shield cells
Yeah i ve been running this setup for ages, but i wanna fire at the dudes interdicting me now

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And then you get interdicted by an ASP and die. With a Type9 you have to be prepared for combat.

I have the same problem but got a good fitting and just trying to optimize.
https://forums.frontier.co.uk/showthread.php?t=108003

Exactly the thread i was searching for, didn t pop up in my research cause i was looking for type9 loadout, thanks i m gonna check that.
what, i just read you got mass locked by an ASP, isn t the t9 supposed to be a lot mroe massive?
 
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About your fitting....get a A-rating Distributor, B-rating means unnecessary weight and A has better output. With 6A you can fire E2 beams for a long time, no need for lots of ballistic weapons. Getting shields down quick is important when defending, because AI changes strategy and is more defensive when shield is down.

Oh and you can downgrade that Fuel Tank to 32t, lesser weight = good for jump range. Normally you don't need more than 32t of fuel (=128k credits fuel cost)



As mentioned in my thread I'm running a 496t cargo fitting with A5 Shield and A2 Shield Cell Bank. "A" Sensors/Distributor/FSD and A5 (instead of D6) Power Plant as well as D7 Thrusters (won't upgrade because of weight)
 
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About your fitting....get a A-rating Distributor, B-rating means unnecessary weight and A has better output. With 6A you can fire E2 beams for a long time, no need for lots of ballistic weapons. Getting shields down quick is important when defending, because AI changes strategy and is more defensive when shield is down.

Oh and you can downgrade that Fuel Tank to 32t, lesser weight = good for jump range. Normally you don't need more than 32t of fuel (=128k credits fuel cost)



As mentioned in my thread I'm running a 496t cargo fitting with A5 Shield and A2 Shield Cell Bank. "A" Sensors/Distributor/FSD and A5 (instead of D6) Power Plant as well as D7 Thrusters (won't upgrade because of weight)

Thanks you a lot for these infos, especially the part about how Ai goin defensive when no shield, i would like to know how many shield ring bring on cell from an A2 cell bank when you have equip an a5 shield?
 
Thanks you a lot for these infos, especially the part about how Ai goin defensive when no shield, i would like to know how many shield ring bring on cell from an A2 cell bank when you have equip an a5 shield?

Vs the ASP I used all my shield cells and fired them while having a full ring up. Filled the shield completely, but only 5 charges...you can also sacrifice another 4t cargo for an A3 Bank.


Edit: Consider switching a point defense for a heat sink launcher. When FSD and shield are charging and weapons fire, you'll damage your ship by overheating (happened to me with a D6 power plant, upgraded to A5 afterwards). I won't undock my Type9 without that since that ASP nearly shred me.
 
Hello,
I would like to outfit a t9 to make it able to respond to fire while being interdicted, still have decent jump range and 500T,
my main question is about weapon, are turret mandatory on every hardpoint, and which one you guys use?

Also i have never tried to use turret is there anything i should know about it?
How do you move/fight with it since you can t stay on the tail of the opponent ?

http://www.edshipyard.com/#/L=30Y,7u67u65Rs5QS5QS01Q0Ga,2-9iBa9Y8S9i6u9s,0DI0Bk0AA7Sk07207205U05U03w

Against human pilots you don't stand a chance if they are in a Python or Anaconda, I have taken out cmdr's piloting Eagles & Vipers by using Flight assist off and missiles, finishing them off with 2 Torpedo's. In all honesty I think they where just not good at combat.

FA off is a must, keep as much distance as possible whilst boosting in the turn, once you get a lock they are toast, save the Torpedo's for when the shields go down.

The above method also works very well for NPC interdictions, I have taken out Pythons, Clippers and Anaconda's, but we all know how easy NPC's are.

Here's my loadout. If you are only worried about cmdr's attacking you, my best advice is to try and run and then jump out, use turrets to keep them busy, or give them the 10T of cargo, most guy's I've met are quite honorable, 10 or 20T is nothing to me.

http://www.edshipyard.com/#/L=30Y,C...,2-7_Ba9Y8S9Y6u9s,0DI0Bk0AA7Sk07207205U4zM03w
 
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Oh and you can downgrade that Fuel Tank to 32t, lesser weight = good for jump range. Normally you don't need more than 32t of fuel (=128k credits fuel cost)

This still makes absolutely no sense to me, why limit the ship to a 32T tank when you can just fill it up to 50% and get the same result. Keeping the 64T tank means you have the option to fill it to max if you re-position the ship to another trade route
 
This still makes absolutely no sense to me, why limit the ship to a 32T tank when you can just fill it up to 50% and get the same result. Keeping the 64T tank means you have the option to fill it to max if you re-position the ship to another trade route

You save clicks :)
 
Against human pilots you don't stand a chance if they are in a Python or Anaconda, I have taken out cmdr's piloting Eagles & Vipers by using Flight assist off and missiles, finishing them off with 2 Torpedo's. In all honesty I think they where just not good at combat.

FA off is a must, keep as much distance as possible whilst boosting in the turn, once you get a lock they are toast, save the Torpedo's for when the shields go down.

The above method also works very well for NPC interdictions, I have taken out Pythons, Clippers and Anaconda's, but we all know how easy NPC's are.

Here's my loadout. If you are only worried about cmdr's attacking you, my best advice is to try and run and then jump out, use turrets to keep them busy, or give them the 10T of cargo, most guy's I've met are quite honorable, 10 or 20T is nothing to me.

http://www.edshipyard.com/#/L=30Y,C...,2-7_Ba9Y8S9Y6u9s,0DI0Bk0AA7Sk07207205U4zM03w

Thanks i saw you several times on the forum spreading some love about the T9 so i am happy to see your loadout.
Btw i was guessing i was toast if i meet a player in an anaconda or python, asp sounds scary too, happily those encounter didn t happen often to me; but when i was in my type 7, i got killed by cobra/viper, now i am in a T9 i should be able to fireback those ;)

Agree about the 64tank, that s what i do but i can understand the pleasure to not have to think about it and just go on a 32T ;)
 
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