Panther Clipper MK II | Highlights

I dont see how it can be OP.
Because it would reduce the amount of trips you'd have to make, be it for colonisation, CGs or BGS.
It isn't available for credits immediately, so being good disadvantages other in this highly competitive game.
The Clipper is just a skin for a quality of life utility. I would imagine that the most likely use for this type of ship is to move cargo from a station to a Carrier, then from a Carrier to to a construction site.
Probably very accurate assessment of its principle use.
How is that overpowering anyone else's game if the option is open to everyone?
It isn't open to everyone whilst it is locked behind Early Access for Arx, and not everone, for whatever reason, will spend Arx bought for cash on a ship etc.
 
If it had been anywhere near 2K payload the P2W brigade would have been in meltdown, this is a sensible ship.

O7
I'm sorry I dont understand that point.

The ship will be available for everyone to use if they wish. Its only cargo, Its not some unstoppable gank friendly combat ship.
 
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.

But then we'd have complaints there is no gameplay involved.

I swear FDEV can't win here. Like ever.
I think it all looks lovely. I reckon what would really keep the smile on peoples faces though would be on panther launch on the 22nd to be accompanied by patch to let architects decommission existing outposts/installations etc in their built systems and replace with a different choice now that more information about station builds is available vs. beginning of trailblazers
 
Fixed your comfort build for you, FD :cool:

build 2 good build.png
 
Greetings Commanders

On this week's Frontier Unlocked we shared an in depth look at the Panther Clipper MK II, which launches into ARX Early Access on 22nd July. If you missed the show, you can catch up below to see the Panther take flight for the first time!


Below we have added three example builds to whet your appetite when it comes to outfitting this legendary ship - we can't wait to see what builds you come up with for yourselves!

Build 1 - Optimised For Cargo

This build maximises your storage space, perfect for the safer trade routes or colonisation efforts, or for when you absolutely have to transport as much cargo as possible.

View attachment 433539

Build 2 - Long-range Comfort

Sacrifice some storage space for comforts such as shields, a fuel scoop and an advanced docking computer to make your long-range cargo running more comfortable.

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Build 3 - Striking A Balance

Looking for more of a balance? This build has everything you could deem as essentials for hauling, without sacrificing too much storage space.

View attachment 433541

o7
 
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.

But then we'd have complaints there is no gameplay involved.

I swear FDEV can't win here. Like ever.
Its not a bad Idea actually but to add some gameplay why not add a kinda Deliveroo screen to the Fleet Carrier UI? Just place the orders online and have NPC's deliver it over night to the carrier.
 
Hi Phil W, thanks for clearing up the confusion over this ships modules - showing these builds in the live stream would have been so very helpful.

Given the legacy, majesty and esteem the original Panther Clipper held - these builds and the cargo capacity they show, will fail to put the Mk 2 in the same stratophere as a hauler as the original Mk 1 was. That is a shame as so many of us were looking forward to the build and a ship that would reduce the grind of colonisaion to a more tolerable level. That said it does help a little but misses the mark at least for me. Expectation were high and disappointment and underwhelming remain. Given the work the artists, designers did its a shame the legacy wont be maintained for some of us.
 
Doing a little math using coriolis.io with a pre-engineered SCO w/ mass manager with a T10 (which also has 1200 tons mass) and you come up with less than 34 ly max range and less than 17 ly range fully loaded. This does not account for the size 7 fuel tank or size 5 sensors. I'm actually okay with this for a max lvl hauler, but FDev does need to reduce the absolutely brainless grind for colonization. There are any number of ways to time-gate the colonial expansion and FDev took the least creative and most painful way to do so.
 
Doing a little math using coriolis.io with a pre-engineered SCO w/ mass manager with a T10 (which also has 1200 tons mass) and you come up with less than 34 ly max range and less than 17 ly range fully loaded. This does not account for the size 7 fuel tank or size 5 sensors. I'm actually okay with this for a max lvl hauler, but FDev does need to reduce the absolutely brainless grind for colonization. There are any number of ways to time-gate the colonial expansion and FDev took the least creative and most painful way to do so.
I think the material grind is fair, building a station should need a lot of components.
though I think it should be lessened by having NPCs deliver components slowly over time, doing it that way would make the game feel more alive IMO
 
Damn, I was really hoping for the 1430 number. I've noticed that 2k is considered high if not game breaking, and 1k too low to justify the outlay. 1500 seemed a good middle ground.

But as I calculated in another thread, the difference between the 1200 and 1400 is an extra 5-7 hours of runs, so an extra day of a play session. Because at the end of the day, the cargo hauling should be calculated in time spent to go from sourcing location to drop off and back again. Just like people should have been doing with mining. It's precisely the raw numbers irrespective of time that got mining nerfed to all heck and then slowly fixed to some extent.

People kept calculating potential profits from mining it and it sitting in their hold and didn't factor in the time to actually haul it to market, which factors into profits per hour. Same thing here, people are looking at raw tonnage totals, and not thinking about it in TIME spent doing things. The reason I keep saying the 1400 number, is time, in this case 5-7 hours of runs, assuming the sourcing system and drop off are one jump away from each other. Of course as you add jumps, this cuts into profits per hour, or total runs per hour.

Hence why I said, the difference is about 5-7 hours of saved time. THAT's why it should be the larger number. Fdev has said, they value our time. Well there you go, practice what you preach, please.
 
One way to do it would be to hire your own transport pilot just like we do for fighter pilots. Gate it behind Elite trade ranks and then have a minimum hour of training in the cockpit with you. After so many hours and if you had an available ship, you could task them with transporting materials to your build. That would be a cool way to do it.
 
I 'think' a class 6 even as a prismatic will not give that much shields, so for an open build you'll need a class 7 propably.
For non-open, might as well run shieldless for max cargo.
A class 6 shield will still fit on a Panther Clipper, as it covers up to 1,350 tons of hull mass, and the Panther Clipper has 1,200 tons of hull mass. Engineering and/or use of a prismatic shield plus engineered shield boosters should give it plenty of survivabiliy outside of PvP if the goal is to deliver cargo safely.
 
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..

A drifting cutter when trading is a skill issue. I've a fully engineered, shieldless cutter and I boost into every station as soon as I drop out of supercruise, and I'm never drifting around no matter what the angle. I mean, that's just not knowing how to fly a trading cutter I just gotta be honest with you.

Sure it doesn't mean the cutter is 3x faster for trading than the Type 9, and you don't need efficiency to pick the T9 over the cutter. Maybe you just don't like all the white. That's a good enough reason to choose a T9 instead lol. Maybe you like the blocky look, maybe you just can't be arsed to do imperial rank grind. That's all fine.

But all that being said, the Cutter's linear speed and its boost are pretty invaluable when boosting out of the mailslot, boosting out of a station's and carrier's mass lock, and when boosting into a station to dock after dropping from supercruise. All of that has to be worth a certain ammount of tonnage if we're just wondering 'how many tons can I haul per hour'.

If the Panther Clipper is as slow as a T9, that makes its 1200 cargo capacity less impressive compared to a hypothetical panther clipper that could boost to 550m/s. Considering its size, how it barely fit into the mailslot in the stream (Making boosting out of the mailslot while shieldless more challenging than with a cutter, which is pretty easy) it could very well end up making a pretty underwhelming difference when hauling for colonisation specifically compared to a Cutter. It would be better anyway, nearly 450 extra cargo compared to a cutter is STILL an improvement even if it's slow and sluggish, but it may end up not being THAT much of a difference, if that makes sense.

I've jokingly said I expect 10 quadrillion cargo or I riot. People wanting 2000+ cargo are being a bit silly, but 1500 cargo is not too OP. 1400-1500 would be awesome. Maybe frontier should consider making the optimized cargo racks be double the normal ones, instead of +50% cargo? Adding more optional internal slots has the unintended consequence of making the ship better for other activities, risking making it OP. Making both size 8 and 7 slots cargo exclusive also has the unintended consequence of making the ship worse for other activities. There's a reason frontier went with the new special cargo slots instead of just adding more slots.
 
Hence why I said, the difference is about 5-7 hours of saved time. THAT's why it should be the larger number. Fdev has said, they value our time. Well there you go, practice what you preach, please.
They have no need to change the specs of the ship.
If the forum reaction is a reasonable judge of acceptance, there will be sufficient purchases of the ship for nostalgic or other reasons to make the design cost back.
 
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