Ships Opinions on Clipper Loadout

I'd D grade the life support and sensors, then free up enough power to fit a second B3 SCB that is powered at all times.

Aim for ~720T when not carrying cargo.

Chances are you are never going to maintain a long lock on a ship in a dogfight

Why...not?

from my experience i find the burst to be the easiest to use for fixed weapons, it allows to do "precise shots" by only clicking once when you are sure to hit the target, very economical and the hit chance is very high

I find the exact opposite to be the case. Burst have the slowest cycle time and are most punishing if you miss. Pulse cycle faster so the occasional miss is less of a concern. Beam fire exactly when you want them to and stop exactly when you let go, meaning there is least potential for wasted shots of all the lasers.

So other than getting a full readout on distant targets (say in the above mentioned RESs) there isn't a huge advantage to a 5D over a 5A?

Correct.

The Clipper is fast enough to move to investigate unresolved contacts quickly, so running a D grade sensor array isn't much of a downside.
 
Regarding loadouts it depends on gamestyle and preferences of course, for fixed bursts even if i miss 1 time by the time i aim again the big distributor will give me more than i loss, if it doesn't work for some no problem try another one as long as it works.

EDIT: for sensors it depends, for pvp the best one is the D it's not very useful and you need the extra power/light for another primary goal, for pve the best is clearly the A to see as far as you can these juicy npc big ships, in my build i have power to spare and i prefer the A
 
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I'd D grade the life support and sensors, then free up enough power to fit a second B3 SCB that is powered at all times.

Aim for ~720T when not carrying cargo.

So being exactly 1/2 the optimal weight is where the benefits top out? That's what I assumed but was wondering if there was official confirmation of that - Also, do you happen to know what the absolute top speed of a Clipper is for comparison sake? Most I was able to do was 439, but I still hadn't stripped her bare except for engines and thrusters or anything. Figured someone would have experimented by now ;)

I just don't care for SCBs as a rule and don't want to rely on them. I carry one for emergencies, and I admit I use them, but my thinking is NPCs are probably limited to one (I've seen them use them) so I should be as well. I play in Open mind you, don't get me wrong.

The D grade sensors, though, are a possibility. I tested it out before, though and in terms of top speed it only makes a difference of 1 (437 vs 436 topping out)

Why...not?

Are you telling me when you're firing a fixed beam you never ever lose your lock until they're dead? If so I admire your steady hand. But with me there ends up being some degree of circling that happens now and then, at which point the bank is going to have a chance to recharge while you get in position again. The only way having dual pulse makes sense to me is if you're never going to lose a lock - while that might be possible with dual gimble, that's 36MJ of shield damage per second, as opposed to 48 with a beam. That's a gimbled medium pulse laser worth of damage added to the mix. And to me getting those shields down fast is key.

I'm tempted to go back to dual beam (which I can do with the D sensors installed) for 54MJ/sec damage but it does tend to drain a bit too fast, and I end up taking pips away from my shield to compensate. Also, I want to try and see if I can make effective use of the Imperial Hammer to replace one of the Multicannons with.


The Clipper is fast enough to move to investigate unresolved contacts quickly, so running a D grade sensor array isn't much of a downside.

True... though I just like my ship being "the best" in its own modest little way - such sacrifices bother me... though it will be interesting to see what kind of upgrades we can do to subsystems once crafting is introduced (I hope to heck it's not all weapon oriented)
 
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I was going to use compromise but Mossfoot used sacrifice.

Well, to be more specific, downgrading the sensors is a sacrifice - the compromise is the fact it frees up energy for a well rounded ship (at least in theory) ;)

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yea, more precisely min/max optimal build for all-purpose Clipper

I never like the term min/max, though - to me it's not the same as optimal, but unbalancing based on a desired output... the term (AFAIK) comes from roleplaying where you'd put all your attribute points into strength and dexterity and constitution (if you're a fighter) because they're the most important stat for fighting, even if it means you have a sub-par intelligence and wisdom and charisma.

Optimizing something is as much about minimizing such weaknesses as it is building on desired strengths.
 
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Because of effects of weight on maneuvering and jump, I D grade everything where I can except an A grade power plant. 2 turreted C3 beams and 2 turreted multi cannons. Class 6 slot I use for shield generator (or is it 7? I forget. Anyways, the biggest one). One 64T cargo hold. Couple of shield boosters. Obligatory chaff and shield cells. The weakness in a Clipper are its mass and shields so I've tried to address these issues. 25 MW of power and 12.7 ly jump are acceptable to get things done
 
So being exactly 1/2 the optimal weight is where the benefits top out?

Or below. A few tons over doesn't make much difference on a 700+ ton ship either.

However, anything mass that starts to reduce your speed has negative effects on acceleration and rotational performance as well...though they can often be subtle unless you are far overweight.

Also, do you happen to know what the absolute top speed of a Clipper is for comparison sake? Most I was able to do was 439, but I still hadn't stripped her bare except for engines and thrusters or anything. Figured someone would have experimented by now ;)

441 is the speed cap for the Clipper, but you won't hit more than 440 without boosting forward while applying vertical/lateral thrust as well.

I just don't care for SCBs as a rule and don't want to rely on them. I carry one for emergencies, and I admit I use them, but my thinking is NPCs are probably limited to one (I've seen them use them) so I should be as well. I play in Open mind you, don't get me wrong.

I don't really care for SCBs (honestly I don't like having to rely on consumables in general) and don't rely on them when I don't have to either...but I still take as many as is practical, given the purpose of the vessel in question. Once you know how to fight without them, you can make much better use of them than someone who has always relied on them when they weren't really needed. Two B3s in tandem is almost exactly two rings of shielding restored on the shield setup you are considering.

Are you telling me when you're firing a fixed beam you never ever lose your lock until they're dead?

No, but when fighting larger vessels, WEP cap and pips are generally more of a limiting factor than my ability to face or aim at the target.

Because of effects of weight on maneuvering and jump, I D grade everything where I can except an A grade power plant. 2 turreted C3 beams and 2 turreted multi cannons. Class 6 slot I use for shield generator (or is it 7? I forget. Anyways, the biggest one). One 64T cargo hold. Couple of shield boosters. Obligatory chaff and shield cells. The weakness in a Clipper are its mass and shields so I've tried to address these issues. 25 MW of power and 12.7 ly jump are acceptable to get things done

If you are going to be fighting in a Clipper, you want the best distributor and thrusters you can mount as well.

Speed is enormously important, while distributor is the limiting factor in how long you can sustain fire and how often you can boost.
 
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