Ship Builds & Load Outs Looking for that sweet spot of a Clipper build...

Here's my current build:

http://coriolis.io/outfit/imperial_clipper/06B6A5A5A6A5A4C0v0u27270400020m064f03320202662f.Iw18aQ==.IwBhrSuiyA==?bn=Mossfoot%27s%20Clipper

With the cargo hatch, fuel scoop and FSD off, I still have a few % to play around with during combat operations. Something to keep in mind.

What I'd like to discuss amongst Clipper owners is the Jack Of All Trades nature of the Clipper, and how to best utilize it.

For example, I feel if you're going to go with a JOAT your Clipper, you pretty much have to use your Class 7 Internal slot for cargo (unless you're happy sticking to rare routes, I suppose). Would you agree, or is approx 100T enough for your needs and worth the better shield bay?

For weapons, you'll note I have one beam fixed and the other gimbled. I didn't want to give up the much (much!) higher damage output per second of the fixed beam, but at the same time two fixed beams are pointless. This set up is good in theory, but takes time to get used to, especially in close quarters when the reticle shifts due to ship proximity. Also, it's just plain tricky getting used to remembering that ONE of your weapons won't follow your target (which I could create a custom reticle for it that stands out!).

The unforseen upside of this is that if you're focusing on using your beam only while the fixed is locked on you're not going to fire it as often, thus delaying drained energy banks and thermal overloads. Some people prefer all gimbled or using pulse/burst, but the damage output seems worth it to me, especially if your primary purpose is to melt shields so your Class 2s can take on the hull/subsystems.

Which brings me to the Class 2. Currently I have gimbled Multicannons, but if my C3s are being used to melt shields, what are the advantages (if any) of using Torpedoes or Missiles currently? I find C2 Railguns to be VERY effective, but more so in smaller ships where pinpoint accuracy is more easily achieved (and of course the problem with the mounting points comes up again, since railguns can only be fixed).

The discovery scanner is there because you never know when you'll come across an unexplored system, even in the human inhabited bubble (collected over a hundred so far) which is extra cash, but also helpful in the long run (like the current Community Goal for Sirius, I'm in the top 70% JUST by collecting such casual data (and right now that's 3 million credits to look forward to).

And of course the Interdictor is for bounty hunting or Power Play undermining purposes. Heat sink and chaff is to help escape combat (I rarely remember to use chaff DURING combat, but I try. And if your shields are down and you're running away, you're best off hitting silent running and dropping a heat sink so as to drop off their radar)

This is the reason for my loadout, but what I'm really here for is other opinions. What would you change to make it a better all-rounder?

Do you really find pulse/burst to be more effective than beams in a power/damage ratio? Are there better Class 2 weapons to use to batter exposed hulls? Does a cargo of 160 vs 96 make that big a difference to you? Would you ditch the chaff or heat sinks for more Shield Boosters? Would you take on more D class internals to drop weight and increase your FSD range slightly?
 
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Changed a few things for my layout.

http://coriolis.io/outfit/imperial_...f.Iw18aQ==.IwBhrSujSA==?bn=Mossfoot's Clipper

Things I've learned: An A1 Frame Shift Interdictor seems to have the same abilities as a D2 FSI, but weighs slightly less (.3 tons). And since I've never seen the need for anything more than a basic FSI when taking down NPCs (don't know about humans yet) the D2 only makes sense (the Clipper doesn't have any Size 1 bays to fill anyway).

The B3 Shield Cells weigh 8 tons, while the A3 weighs 5. Depending on what you want there is a slight advantage of going with the B. It carries one extra shield cell, and while each individual cell is slightly less powerful than an A3's cell, the cumulative output is significantly greater. However, if you would rather have more bang for your buck and don't mind slightly less overall recharge, shaving those 3 tons with an A class doesn't hurt.

I had tried D class sensors to cut down 12 tons from my weight. In normal combat this isn't a problem, but if someone's trying to run, you will lose your lock on them before they're even out of weapon's range.

I had also considered using D class life support, also to save 12 tons of weight. But it's a bit of a tossup to decide if 7.5 minutes is long enough to escape and get to the next station.

Bottom line was making both of those items D class gained me only 0.7 Ly maximum range, unladen with a full tank (and less than half a LY fully loaded with cargo).

The powerplant remains B class on the premise that it's armored and therefore worth the extra weight in a PvP fight - if it turns out that armored element isn't significant, then I might go to A for weight and heat management improvement.

Overall I'm pretty happy with this as a jack-of-all-trades.
 
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