i agree. what gets me irritated is that it is a $60M+ ship and it is absolutely PATHETIC at defending itself. i get interdicted constantly. usually in the home stretch, and usually by the same god damned guy. it can barely fight the interdiction, but god forbid you submit or lose you are dead within 30s-1m shields might buy you another 5-10sec. i have module priorities set right but it doesnt matter. the first thing to go is usually my FSD so there is no escape. you cant even turn and fight because you cant maneuvar enough to face the enemy. no it is just running and getting right up the @$$. the only hope is for security to get there before you die. i heard about using mines. tried that too with chaff. mines dont do any good, they almost never hit.
the other main issue is its jump distance. max is 10-20ly (closer to the 10ly range). each jump is another chance to get interdicted. now. i get that being a freighter has its risks, especially when solo, but it is pretty ridiculous for the tier ship it is. i should be able to fight off vipers and below with no problem. but i cant do that if i can never face them. i get that you're supposed to just run. but sometimes that isnt even an option.
all i know is that if someone is gonna work hard enough to earn this ship and outfit it properly. it should feel more secure and rewarding. not punishing.
So there are a few things here...
That jumprange, that sounds like stock A-rated Type 9 with a 6A FSD.
Something like 12 Fully loaded and 18 without cargo... Which is pretty typical jumprange without any bonuses...
Simply doing some FSD upgrade(one of the esier engineers to unlock), will improve these numbers to something like 18 LY if fully loaded and 28 emtpy.
If you spend some time unlocking the guardian FSD Booster, that will give you a FLAT range incrase based on the size of the module.
Class 1 - 4 LY
Class 2 - 6 LY
Class 3 - 7.75LY
Class 4 - 9.25 LY
Class 5 - 10.50 LY
So even a class 2 would give a good boost of 6 LY! without sacrificing to much cargo space!
So that give you a fully loaded range of nearly 24 LY and empty over 34 LY.
That is not bad...
Now compare this to the Cutter, similar build as the Type 9, no range bonuses, and we get fully loaded 14 LY, and empty 19, that is not a huge difference to the stock Type 9.
We do the same engineering on the FSD only, now we get to 21 LY fully loaded and 30 empty, a little better, but still not earth shattering difference.
And here we can also add FSD booster, to give a flat range increase.
So bashing Type 9 for it jump range as inferior to Cutter is a not a good argument, as the Cutter is not that much better...
My Type 9 that is heavily engineered, does 22 LY with 752 T of cargo and 31 LY empty. Cost 358 Million. (have a class 2 FSD Booster, 6 LY)
My Cutter that is also equally engineered, and have one of those fabled Class 5 shields, 29 LY with 752T cargo and 37.6 LY empty. Cost 1154 Million.. (have a class 3 FSD Booster, 7.75LY)
If I reconfigure my Cutter with a class 6 shield, and remove the FSD booster, I get to haul 730T, but that now changes it to have 21 LY fully loaded, and 29 empty..
They are so expensive since I run Reactive Armour on them... 180 Million on the Type 9, and 493 Million on the Cutter.
Cutter can make 3 jumps, the Type 9 can do more than 3 jumps!
So type 9 is 3 times cheaper than the Cutter
Does not require any Empire ranks to buy
Can do more jumps on a single fuel tank
Is worse at combat
Have slightly worse jumprange
So if we ingore the fact that there have been fast tracks to earn Empire ranks, it takes ALOT of effort to gain ranks and Cutter is the last Imperial ship you unlocks...