Ships PSA: Don't worry about interdictions...

After tons of savings in my Type-7, I was hesitant to buy the Type-9 due to the total lack of maneuverability and bad armament. However, now that I have fully upgraded my T7, I am here to inform all players that this is a non-issue 95% of the time. Unlike in smaller freighters, you don't even need to be pointing at the escape vector of an interdiction to gain ground and escape (which is good, because that's nearly impossible most of the time). With most interdictions (NPC, mind you, I wouldn't fly this ship in open play...), the outer circle being blue is enough to get away. Of course, you'll be making loads of credits, so once you get enough money, fully arm your ship. I've had little trouble fighting off ships up to vulture-size without an escort. As a disclaimer, Anacondas trying to interdict you will most likely succeed, so just boost away after submitting and you should be fine (you can boost at max interval with 6A Power distributors). My loadout for loop-routes is below.

[Type-9 Heavy]
M: 2E/T Beam Laser
M: 2E/T Beam Laser
M: 2F/T Multi-cannon
S: 1G/G Pulse Laser
S: 1G/G Multi-cannon
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster


BH: 1I Lightweight Alloy
RB: 6A Power Plant
TM: 6A Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 6A Power Distributor
SS: 4D Sensors
FS: 6C Fuel Tank (Capacity: 64)


8: 8E Cargo Rack (Capacity: 256)
7: 7E Cargo Rack (Capacity: 128)
6: 6E Cargo Rack (Capacity: 64)
5: 5A Shield Generator
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3A Fuel Scoop
3: 3E Cargo Rack (Capacity: 8)
2: 2E Cargo Rack (Capacity: 4)
---
Shield: 307.02 MJ
Power : 19.60 MW retracted (78%)
22.92 MW deployed (91%)
25.20 MW available
Cargo : 492 T
Fuel : 64 T
Mass : 1,202.0 T empty
1,758.0 T full
Range : 17.34 LY unladen
12.48 LY laden
Price : 143,816,546 CR
Re-Buy: 7,190,827 CR @ 95% insurance
 
Thanks for the info, I may blow the dust off my T9 and take it out for a spin sometime.

I think the main reason people ignore the T9 isn't manoeuvrability. I mean an armed Anaconda with better weapons, shields and manoeuvrability but minus 40T cargo could make the T9 a valid option. But once you add in that it has a significantly higher jump range its really a no-brainer.
 
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I run with no weapons or shields in my T7 and rarely get interdicted in Solo. If I am, I just adjust my speed to the Blue Zone and ride the tether out. It's been a while since I played a T9, though. I had one back in beta due to a transaction bug which I'm glad they fixed.
 
Holy balls, a T9 pilot flying something greater than D grade modules and finding that they can hold their own long enough to escape?
.
Blasphemy! Heresy! All pirates are terrible people for interdicting a trade ship which has no possibility of survival, so how can this even be possible?
 
I ran an all A T9 with a full load of beam turrets. It works, right up to an Asp. Just imagine the look on your local contact's face, when you hand in bounties while flying the cow :)
 
Thanks for this. I will be looking closely at my loadout now. I usually submit and jump right away since nothing can mass lock you except an Anaconda (and maybe a Clipper?). But your setup might get me a bit more cargo space and a little more confidence.
How does an A rated T9 compare to a D rated Conda though, because those 6A Thrusters and Power Plant add 32 mil.
Still though, I may keep finding reasons to dip into the 'Conda Fund so this will be very helpful.
 
The Conda is superior, no question there. D-rated it can already fire 8 burst turrets without running out of capacitor juice any time soon. You can shoot down any (NPC) attacker with that.
 
I had 110M Cr. Inc selling my clipper. I calculated that I'd need about that much before I bought a T9. My sums were incorrect but I only found that out later. Outfitted to 500T Class A FSD, class E5 shields etc. However I'd inadvertently bought a tiny power plant that barely had the power to run engines and sensors. I only found this out after I'd launched. . I'm helpless in the dock and the countdown is ticking away. I did a log off coz I knew that'd put me outside and give me time to think. Once back in I switched everything off except the engines and used what I had to attempt to re-dock. no comms. Phew enough energy to run sensors too. Just. Therefore I get dock permission and then proceed to crash this bus into the station. Nuts down to 38% hull and as I have no life support the timer is ticking. 2mins left. By sheer luck I'm almost lined up and moving like a whale on a shopping trolley. Somehow I rattle through the letterbox and into my pad. TFFT...

Right, I fix my power plant with a class 6 one, D6 i think instead of a D4. So I get back on my trade route and Ive noted my sums. I have 10M left but my insurance is 5m. So I can only fill it up to 300T and I sell the station back 200T and loose 10k. Anyways I have enough for insurance and about 5k. Damn. As I approach my trade system Im interdicted, not once but twice. The first one I fight, I loose. Boost boost boost, shields gone taking damage. FSD spools up and Im away. Phew. Haha sucker. Just as I congratulate myself on being too damn cool i get interdicted again. This time I submit and boost boost boost. My shields are still down and I'm taking hits but the fsd spools up and Im away. Down to 38% hull, haha sucker i'm too sexy for my cat. I just make it to exit super cruise. Phew. I hit 100% throttle and boost, 7.5k comes up and just as i request docking my interdictor starts shooting. Eh? Im in the no fire zone? I aim at slot. Im lined up but at 17% and going down taking hits so i hit boost and by the grace of some deity I boost into the station in a T9 like a thread through a needle...I reverse throttle and stop before end of station...I'm in. I manoeuvre and land.

All this took 5-10mins after a 3hr trade slog. It woke me up.
 
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I had 110M Cr. Inc selling my clipper. I calculated that I'd need about that much before I bought a T9. My sums were incorrect but I only found that out later. Outfitted to 500T Class A FSD, class E5 shields etc. However I'd inadvertently bought a tiny power plant that barely had the power to run engines and sensors. I only found this out after I'd launched. . I'm helpless in the dock and the countdown is ticking away. I did a log off coz I knew that'd put me outside and give me time to think. Once back in I switched everything off except the engines and used what I had to attempt to re-dock. no comms. Phew enough energy to run sensors too. Just. Therefore I get dock permission and then proceed to crash this bus into the station. Nuts down to 38% hull and as I have no life support the timer is ticking. 2mins left. By sheer luck I'm almost lined up and moving like a whale on a shopping trolley. Somehow I rattle through the letterbox and into my pad. TFFT...

Right, I fix my power plant with a class 6 one, D6 i think instead of a D4. So I get back on my trade route and Ive noted my sums. I have 10M left but my insurance is 5m. So I can only fill it up to 300T and I sell the station back 200T and loose 10k. Anyways I have enough for insurance and about 5k. Damn. As I approach my trade system Im interdicted, not once but twice. The first one I fight, I loose. Boost boost boost, shields gone taking damage. FSD spools up and Im away. Phew. Haha sucker. Just as I congratulate myself on being too damn cool i get interdicted again. This time I submit and boost boost boost. My shields are still down and I'm taking hits but the fsd spools up and Im away. Down to 38% hull, haha sucker i'm too sexy for my cat. I just make it to exit super cruise. Phew. I hit 100% throttle and boost, 7.5k comes up and just as i request docking my interdictor starts shooting. Eh? Im in the no fire zone? I aim at slot. Im lined up but at 17% and going down taking hits so i hit boost and by the grace of some deity I boost into the station in a T9 like a thread through a needle...I reverse throttle and stop before end of station...I'm in. I manoeuvre and land.

All this took 5-10mins after a 3hr trade slog. It woke me up.

No idea what went wrong there. A totally barebone T9 is doable with 98 million: http://coriolis.io/outfit/type_9_heavy/05D7D6A5D6D4D6C---------0706054d0303020201.Iw18eQ==.Aw18eQ==
Though in 1.3 I wouldn't want to run that, repairs would come far too often. Unfortunately a T9 that gets through without a scratch costs up to 181 million: http://coriolis.io/outfit/type_9_he...q000404040706054a0303020201.Iw18eQ==.Aw18eQ==
That is the pricepoint where you already get a D-rated Conda with guns going.
 
Its not just the cost that I underestimated it was the cost of my cargo fully loaded. I had worked it on my 232t clipper, which was stupid of me. It was all entirely my fault for being dim. :) But I have the T9 now and enough for trading and insurance. I wouldnt mind a discussion on defensive weapons for when NPC's get all determined like the one just mentioned. I suspect the station and feds got him as I boosted into the station. Not known one to interdict me twice AND follow me to the station. Well, you live and learn. I guess it was the hold full of Imperial Slaves that tempted him.

I only want defensive weapons that would keep them at bay whilst my fsd spools. Plus I now have a better power dist. I went all D class to gain range. I guess that might have been a mistake. Esp the power plant. I was too busy watching the range and not the power.

Its a lot harder to fly than the clipper. The space brakes do not perform nearly as well. But I will earn enough for another clipper soon. Meanwhile I will get some money for a tooled up viper and go res hunting for a while. The slog to get the T9 took it out of me a bit. I need a brake from trading. :)
 
I paid only about 80 Million Quid for my T9. There was a heavy discount on one of the high tech planets near Lembava. Included Hull and Modules.

The best defense against interdictions is spooling up the FTL as soon as the cooldown runs out. I have been able to jump several times seconds before the interdiction tunnel would have thrown me off course.

If interdicted, submit, redirect power to shields and start jumping again.

Only thing that can get dangerous is an Anaconda, as it can mass lock.

In my view, the problem of the T9 is its tiny jump range. Adding weapons and armor diminishes it further.
 
I don't know from actual experience but I think the new 1.3 ranking allows a Python to mass lock a T9 but probably not severely. My understanding is that a Python has a rank of 17 and the T9's rank is 16.

I flew a T9 prior to 1.3 and I grew to enjoy it. I went unarmed and was always successful at boosting and low-waking away from interdictions except on one occasion when I misjudged the NPC and by the time I realized I needed to high-wake, it was too late. Lesson learned.

Since 1.3, the pattern I see with NPC interdictions is that if you only boost and jump, the same pirate will interdict you at least twice and then attack you at your destination. Consequently I started arming my trade ships to fight back which is easier in an Conda. In a T9, I think that turreted pulse lasers would be your friend. For me they've been very effective against the typical npc pirate; certainly anything up to an Asp. Plus they don't put a heavy load on your power plant so you can keep more pips to SYS.

Even if you don't kill them, it's been my experience that if you can give them a bloody nose, they won't interdict you again once you jump away. In one case, I deployed weapons and turned to face my interdicter. He wasn't firing and so I held mine. Finally he said "I don't want any trouble. I can see you know how to handle yourself" and flew away. :)

Another trick I've found is that before they interdict you, safely drop out of supercruise. Before 1.3, this was enough to throw them off but now they will follow your wake. However, by then your FSD cooldown will be complete and you can jump just as they arrive. This will buy you a few seconds that may be just enough to get to your station.
 
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Now Ive a T9, trading has really begun to add funds to my account. I can make 1.5M Cr profit carrying Imp Slaves! One stop with 2 jumps. Shame theres no profit on the return, but theres a 1.2MCr profit with 3 jumps and then a 200k return to start point. So thats 3M Credits in about 20-30mins or so.

Ive noticed I cant add chaff to my T9. Or maybe the 2 stations i checked just didnt sell any. I will add some turreted pulse lasers for protection to buy me some time. I'm also going to upgrade the shields from a 6E to a 6A when funds allow.

Man this bus is slow. After my clipper it feels static.
 
Since 1.3, the pattern I see with NPC interdictions is that if you only boost and jump, the same pirate will interdict you at least twice and then attack you at your destination. Consequently I started arming my trade ships to fight back which is easier in an Conda. In a T9, I think that turreted pulse lasers would be your friend. For me they've been very effective against the typical npc pirate; certainly anything up to an Asp. Plus they don't put a heavy load on your power plant so you can keep more pips to SYS.

How big is your jump range?
If I wanted to fit weapons, a bigger shield, or even chaff, I need a bigger power plant (mine has 12MW).

So far I just put 4 pips to sys and spool up the FTL drive. In may take one or even two rings, but they are back when he interdicts me again. At the destination, he will be engaged by the security forces, and I usually dock quickly anyway (always "speeding").
 
Great info in this thread thanks. T9 is a trading beast, and nothing touches it in terms of credits/hr if you have it dialed/fitted for your trading route (hint: you don't always need a big fuel tank). It matters to have a top-notch trading route, and worth the time to find a proper one. Flying w/o shields is THE way to go for me. Makes it far more risky/interesting, and much greater gain to be had over it's useful life, even with an occasional loss here and there.
 
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EC: 5D Life Support

I would like to cast my vote for a better one. I made it inside after some serious fighting, and switched to a 5C for now, 5A when I get to some other station. It got a bit hectic to max speed with no canopy :)


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I actually look forward to getting interdicted sometimes by an NPC on my trading runs. It breaks the monotony. If anything smaller than an Asp tries to interdict my Type 9 they are going to find themselves getting blown to bits. I routinely kill off Eagles, Cobras, and Diamondbacks who think I'm an easy target. The same strategy works well for all of them. 4 pips to shields, 2 pips to weapons, submit to interdiction, target the attacker, get the turrets firing, reverse thrust with throttle set to the sweet spot, and try to maneuver them in front of me.
The only time I was ever in trouble was when I got interdicted by a Clipper. But I managed to warp out with my hull still at 55%. And thats only happened once. Now I'm sure against a player pirate the outcomes would be much different. Even in an Eagle a player pirate could be a threat. But as for NPCs... attacking me with anything smaller than an Asp is suicide.
 
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