Panther Clipper MK II | Highlights

My worry is that if it is no more manoueverable than the type 9 it may be faster to do two runs in a cutter than one in a Panther.

Allowing 4 MkIIs 2x8 and 2x7 might make it more worth while.
I don't think the advantage of the Cutter over the Type 9 is that large. Sure the Cutter does boost harder but I think the drift reduces that advantage a bit when you're trying to line up to dock, especially shieldless. I ended up sticking with my Type-9 rather than using the Cutter, even with the slight cargo capacity advantage too. I don't think it added up to anything that significant, though of course YMMV..
 
And probably E rated, if I had to guess. But if it's an A rated in that shot (or a C rated SCO drive) then you'd probably want that FSD engineering and/or an FSD booster. Using the class 4 compartment for one doesn't seem like too bad of a deal...
Exactly, my guess is E rated too, you just ninja'd me :D
 
Was hoping for more cargo space tbh. 1104 with shields and assists just doesn't excite me. But hey, with colonization already being abandoned, I have no pressing need for a large cargo hauler anyway, so i can sit that one out and wait for it to come out of paid access.
 
Last edited:
Hmm, I was expecting something like that , thanks devs for clarification; and a greater thank you for game balance.

It is like a cutter with 2 more class 7 cargo racks. My fully engineered cutter can jump 21 ly max with max load, so I was expecting a %30 decrease in jump range.
I think I am going with option 3; and probably after all engineering modification done to FSD, without guardian fsd boost, I think it I can reach 15~16 ly range, which is good enough (or rather minimum required range) for colonization.

I was going to post my estimates to the boards for a heads up to commanders so that they wont get frustrated; since in elite2 panter clipper had a notoriously short jump range; but yeah this clarification is much appreciated...
 
Last edited:
Hold on guys, I found the real Panther!

build 1 storage.png


Yes, I am obviously being a bit cynical about it and obviously the image above is FAKE, though I just wanted to express my disappointment. 1232 cargo (shieldless with assists) is pretty great, don't get me wrong, but compared to the ships we currently have... I don't know, "just" a 50% increase (which I am aware is closer to 60% under the different circumstances) would've just felt so much better if it was like the image above. Or hell, I'll take one more regular 8E or 7E cargo slot too, but... Yeah. I don't know. Should be happy with what we're given, and I am because it can cut trips to build a station short by at least 15 back-and-forth, but the above just feels right for the behemoth it's supposed to be, y'know?
 
I don't see the point of FDev adding the new modules when they could have added an extra size 7 and size 6, or removed a 6 and added an 8.
Same. The idea of ship-specific modules seems silly, since one of the nice things about ED is that practically all modules (with the exception of armor, and lightly restricted passenger cabins) can be freely swapped between ships. Having modules usable by only one specific ship, in certain specific slots, means they aren't really "modular" at all and may as well just be baked into the ship as permanent features.
 
may as well just be baked into the ship as permanent features.
... and while the PC2 may allow fuel tanks to be slotted into those optional internals, I don't see anyone actually doing that outside of doing some funky stuff of pushing for the highest distance covered in SCO at once without stopping it. Which is hardly a common gameplay use.
 
Jang Anchor, a T3 Planetary Port, in one of my systems requires another 159’608 tonnes for completion. With a shieldless PC and a DC I’ve another 130 trips (260 jumps.) Four a day and I can be done in about a month ( a shade longer as I won’t be playing every single day) - not too bad as I thought it would be a task taking, realistically for me, six months to a year.

It leaves those T3 projects as daunting tasks for the solo architect but doable as a final system project with a no rush mindset.
 
Sometimes it feels like the only thing that would please some of you would be an instant transfer of 50k cargo between a Trailblazer and your construction site.
I'd settle for 6024 so I can transport a full team delivery of valuble cargo into my FC for safekeeping in one go, but would settle for half that as I don't wish to appear too selfish.

Dunno about visiting a trailblazer as I was waiting to see what the PCII delivered before planning further construction (I'd have to do quite a lot before I could build a T3 ground port), now we have been informed of the PCII capacity, I'll skip further development.

As long as the majority arepleased, and they spend money on Arx, the PCII will be a resounding success. There are not many of us who considered a behomoth of a ship might be truly a heavy hauler, it appears.
 
Sometimes it feels like the only thing that would please some of you would be an instant transfer of 50k cargo between a Trailblazer and your construction site.
Yes, please. Or, to still keep some of the gameplay: 15min auto-transfer between station and close-by FC. If that needs another FC module, I wouldn't complain either.
 
Back
Top Bottom