So why do you need a jump range boost when trading?at white dwarf stars, they have a jet cone, scoop in that and you get a jump range boost
So why do you need a jump range boost when trading?at white dwarf stars, they have a jet cone, scoop in that and you get a jump range boost
I have weapons on my traders but my freighters have none and run. I have freighter builds on Corvette, Cutter and T9 as well as many smaller ships.Just my opinion but if you've got guns on it it's not a trade Cutter.
You just don't need guns to trade in a Cutter.
for the longer journeysSo why do you need a jump range boost when trading?
Ah, like when you're trading rare commodities. I forgot about those. Yes, rare commodities trading would need a fuel scoop...for the longer journeys
And, sometimes trading a normal commodity [consumer tech] a few jumps away can means an extra Cr.1,000/ton ... when I'm carrying nearly 700T it makes a difference and if one of those jumps is a white dwarf...Ah, like when you're trading rare commodities. I forgot about those. Yes, rare commodities trading would need a fuel scoop...
Tho trading rare commodities does seem like a lot of work for little return.Ah, like when you're trading rare commodities. I forgot about those. Yes, rare commodities trading would need a fuel scoop...
It's all making sense nowAnd, sometimes trading a normal commodity [consumer tech] a few jumps away can means an extra Cr.1,000/ton ... when I'm carrying nearly 700T it makes a difference and if one of those jumps is a white dwarf...
No, but if you are tired of running from NPC pirates, you can use those guns to blast them to bits so they won't bother you again.
I tried that for a while but it just gets irritating to be chased around by pleb's.
I gotta question. Why the beam lasers if you could have a few multicannons with incendiary effect to take down the shields? When the shields are down I am guessing that the multicannons are better at ripping up the hull than beam lasers, even if the incendiary causes a tiny decrease in dps (I think it's 2%). And your other 5 mc's could have corrosive, emmisive and other nasty effects to give your opponent a quick visit to the rebuy screen!
I dont think yours also...mine is with prismaticks class 5 and 760 cargo...I really can't see how a Cutter with a cargo capacity of 384 tonnes can be called an "ultimate trader"...
For what it's worth mine is... https://s.orbis.zone/4tv-
Mine is much like yours, except for having an all-laser loadout, all turrets except for the huge hardpoint which is gimballed. Legacy class 5 shields give that little bit extra space., yes.Usually uses highly specialized ships fitted for each specific role.
This is my trading 762 tonnes of cargo Imperial Cutter: https://is.gd/NpAL6t
Fitted Packhounds when I got tired of the NPC interdictions. The downside of the missiles is that they tend to give me a fine and gets me wanted, when they hit the local security forces. Nothing a quick boost can't handle though.
Used edsy.org as coriolis.io wouldn't fit my legacy 5A Shield Generator.
I really can't see how a Cutter with a cargo capacity of 384 tonnes can be called an "ultimate trader"...
For what it's worth mine is... https://s.orbis.zone/4tv-
My Cutter is designed specifically to deliver three 120 or two 180 ton cargo missions. These will pay 4-6 million credits each when allied with all factions in boom states. Meanwhile it will take on any ship in the game without sacrificing shields, hull or weapons for additional cargo space. No problem bounty hunting or any other play style. Great jump range and a fuel scoop when one wants to go someplace. Drop in an SRV for prospecting. Add a collector limpet for USS materials gathering. Add your preferred weapons loadout. It really is an all-in-one ship once the pilot learns how to fly it.
Whenever I accept an interdiction (no problem avoiding them) it is always a Type-10 Defender, an Anaconda and sometimes both with a fighter. This Cutter easily takes them out with another 200,000 credits each plus scooping up cargo and materials.
If one prefers bulk trading then of course 700+ ton cargo space, 6A shields and removing other modules would be required. However bulk trading will not pay as much and requires module sacrifices.
Regards
My Cutter is designed specifically to deliver three 120 or two 180 ton cargo missions. These will pay 4-6 million credits each when allied with all factions in boom states. Meanwhile it will take on any ship in the game without sacrificing shields, hull or weapons for additional cargo space. No problem bounty hunting or any other play style. Great jump range and a fuel scoop when one wants to go someplace. Drop in an SRV for prospecting. Add a collector limpet for USS materials gathering. Add your preferred weapons loadout. It really is an all-in-one ship once the pilot learns how to fly it. Fly in Solo, Group or Open mode as desired.
Whenever I accept an interdiction (no problem avoiding them) it is always a Type-10 Defender, an Anaconda and sometimes both with a fighter. This Cutter easily takes them out with another 200,000 credits each plus scooping up cargo and materials.
If one prefers bulk trading then of course 700+ ton cargo space, 6A shields and removing other modules would be required. However bulk trading will not pay as much and requires module sacrifices.
Regards
I guess the issue is that many of us run 700+ tonne Cutter/T9 builds without any issue. As far as Open is concerned, my philosophy is don't get caught in the first place. Honestly, how many times have you been successfully interdicted and killed by a Cmdr in Open whilst hauling freight? I'd say about 3-4 times since I started 4+ years ago.
Your build looks very good for those old CG's or dodgy areas where you know a few bored gankers are lurking, for the other 95% of the time, not so good. Why stack two 180 tonne freight missions when you can take four, plus have space to top up with some extra 2mill credit missions. A single run more than covers any potential insurance payout from a hull loss.
Each to their own, it is a nice build, looks more like my Multi purpose cutter. For freight I go all out cargo and keep my eyes peeled on the scanners in Open, pack hard hitting weapons for NPC's. Evading NPC's is easy, it is the chain interdiction's that make it frustrating, often quicker to just drop out and kill them.
If you are taking the kind of trade missions that give you pirate interdictions you can take a trip in your favourite combat ship first. All the mission related bad guys will appear as you go into supercruise and you can blast them up.