Question regarding ship building and game mechanics

Here's a more budget-oriented Python build that doesn't require waiting for PP modules:


This is still not optimized, I've just whipped it together in 7 minutes or so. You can plug in the mining equipment yourself, which may require a larger power plant. Either way, this ship has several advantages over a Type 9:
  • much cheaper: with LYR discount, you can get it for under 120M
  • the rebuy is just 6M but more importantly you won't need to, because...
  • it is FAST: over 500m/s boost speed and minimum boost interval. Even if you get jumped or mess up an interdiction, you can just boost away. They won't catch you.
  • it also has stronger shields and stronger hull than your T9, which gives you more time to leg it if things go t*ts up
  • still about half the cargo space that the T9 gives you. It's better to bring 250t to the destination than lose 500t in a 16M rebuy.

Ofc it does require access to Palin as an engineer to get the G5DD thrusters, but that applies to all competitive ships.
 
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it is FAST: over 500m/s boost speed and minimum boost interval. Even if you get jumped or mess up an interdiction, you can just boost away. They won't catch you.
My preferred response to this scenario is this: use that speed and agility to stay in your enemy’s six, rather keeping them in yours. Staying away from an enemy’s firing arc is a much safer place to vie, compared to their ideal firing arc.

You might get killed more often in the short term as you learn this valuable skill, but in the long term it’s a much safer place to wait for your FSD to spool up. It’s also helps develop combat skills in general. I’d also recommend smaller ships while you do so. Much less of a rebuy relative to rewards.

That’s the main problem I have with many of the popular “How To” guides out there. They’re so focused on getting new players quickly to “end game” ships, they neglect the fact that small ships are extremely forgiving of newbie mistakes.
 
I'm using my type 9 to grind to get the cutter. I am close, just three ranks away
Remember each rank is harder to reach than the one below it, they might well be like the steps towards Elite where each step is double the one before it and you are effectively only halfway there when you start the last step.

As has been said the Ships shooting you while scanning is a bug.

If you have recently ranked up in the Harmless-Elite ranks then random NPCs that you encounter can be higher ranked as well so more capable.

There is little point giving up the interdiction fight part way if you give up immediately your FSD cools down the fastest, the T9 can beat interdictions but it isn’t easy and can take a long time but if you have fought the interdiction you will get the long FSD cool-down so keep trying you might win.
 
As previously noted the T9 isn't brilliant for mission running.
For that I'd recommend a Python or Krait.
My preferred loadout being Cytoscramblers, Frags, a boosted Biweave and an SRV for surface work.
Weapons are of course a personal choice so you'd have to decide how you prefer to deal with threats.
Regarding the T9, obviously it isn't the most manoeuvrable ship so you need to set it up with that in mind.
My preference is again a boosted Biweave, gimballed burst lasers in the shoulder mounts, seeker missiles in the chin. Watch your heat, you'll almost certainly fry your modules if you need to high wake from a threat, but the repairs are less than a rebuy.
 
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This is a nice goal, but - imo you are using the wrong tools for the job
Doing Supply/Delivery missions were my preferate activities while settling in a system - but i always done those in a Python, not in a T9

Mining for materials is doable, but then again - T9 is not that good for that - since you dont pick the fragments, only the materials, you dont need cargo space and you can do it in any ship. For example in a Cobra Mk3 which is fast and maneuverable.
Also, while minining for engineering materials may work - it's way better to look up for HGE (high grade emissions) Signal Sources - either by FSS-in the system and scanning all signal sources or by scanning the nav beacon. You can rely on luck to find those HGE or you can rely on Inara and a bit of game knowledge to find more of them.
The beauty with HGE is they contain mostly G5 (with some G4 for a couple of types) materials which you can then trade down to get the lower tiers in big numbers.

Now, if you dont have the credits to build and outfit a Python - you can keep trying to use the T9 but you really need to make sure you win Every Single Interdiction and submit only as a last resort
Winning interdictions is rather hard with the T9 - but there are a couple of tricks that may help. First and most important is to drop throttle to 50% (make a bind to it) when you're about to be interdicted - you get more "maneuverability" during the interdiction minigame.
A second trick (which works with the mouse, and less with Joystick/Controller) - more small and rapid and repeated inputs (too keep in the center of the escape vector during the interdiction minigame) seem to be more effective than inputs of larger amplitude.

I personally stopped using the T-9 (even tho i really like the flight model) simply because of those interdictions. Winning those interdictions is sometimes a tedious process - having to do it 5 times during a run... meh. And besides that, once in a blue moon it happens to get The Interdiction that i simply cannot win. And that can be a problem.

So, to improve your T-9 build - you can add a chaff in the open utility slot - it may buy you some time and a size 6 SLF hangar - just make sure you hire a Crew pilot and if you get attacked you can try either to see if you can win the fight - with the help of the SLF or at least you can keep the attacker distracted so you can get away.
BUT... the same attacker will be all over you again once you get into supercruise - to get rid of them permanently you need to win the interdiction or to summit and win the fight.
The problem with submitting is if you stacked several missions, each of them may generate a tail / bounty-hunter and they may all line up to interdict you and if you submit you may have the surprise to have them all dropping in your instance - that's why i said it's very important to win every single interdiction.
So I have two questions when it comes to high grade emitions. Do they consistently show up? And how consistently do they have high grade raw minerals?
 
Well there is your problem. That is what we call a "paper plane". Your passive defences are nowhere near strong enough to withstand your attackers. It's tough to give advice beyond "you're flying the wrong ship", but the one thing I would say is: Don't fly a mixed build. If you haul, ditch the mining gear and replace it with hull. Or are you taking mining missions? I thought you said you were a trader.


Coriolis doesn't show that slot, as it is the same on every ship and you cannot put anything else in it.


I think the meta is still doing courier missions between Ngalinn and Mainani.

but really... get a Python (what exactly are your funds?) and outfit it for whatever job you're about to do. Don't run mining gear on hauling trips, and so on.
When I used the term trader, I was referring to hauling mission, either retrieval or delivery. Is that the wrong term?

As for my current funds at this moment, 14 mil, but I need to grind some more to get my rebuy
 
  • Look at your mission list in the transactions tab. Do the ones that are sending enemies against you FIRST (or just abandon them) for a quiet life
  • If you don't want to abandon missions because you have no money - then why are you grinding for a Cutter? they are expensive
  • Enemies tend to only start after you have had the job for a while, so take fewer missions and do them faster
  • Don't worry about the ship build - nothing will change how easily you get interdicted except how well you fly, and if you actually are looking at the screen when it happens
  • If you get successfully interdicted more than 1 in 100 times in a T9 you are doing it wrong. If you get interdicted more than 1 in 1000 times in a non-T-9 you are also doing it wrong
How do you know which mission will and won't send an attacker after you? I also had the money for the cutter, but it's mostly been sunk into rebuys, a portion went into trying to make the type 9 better, more reliable, easier to use, that kind of thing
 
If you only have 14mil cash, I really really recommend you switch back to something much smaller until you are flush again. Probably a Keelback will be the best you can outfit properly and have a couple rebuys to spare.

Consider: if you're down to a single Rebuy, and it happens, what will you do then? You'll have to sell the T9 (losing another ~15mil in the process) or risk being relegated back to a Sidey. You really don't want that.
"One is none", we say in my language.

I recommend Keelback.
 
Okay, looking at your ship, IMHO, there are a number of problems:
  • You have a paper thin hull. In any ship that may face hostile ships, which is anything in the Bubble, I slap military grade composites on that puppy. What's the point of getting to your destination a minute faster if you're getting destroyed in route?
    • You've been mining, so you should have access to Selene Jean. One she's unlocked, add heavy duty and blast resistance.
  • Remove the weapons. You're in a huge, slow moving target, not an agile fighter. Having those weapons just tempts you to stick around and fight in something that is uniquely unsuited for combat. When you go back to mining, use a fixed beam mining laser. Turreted is only good for multi-crew, IIRC.
  • If you're hauling cargo, either bulk or mission, there's no point to be kitted out for other purposes. Either replace the mining kit and surface scanner with additional cargo slots, or install hull reinforcement packs.
  • No engineering on your shield generator. If you have limited engineering mats, I would've engineered that first.
  • I would've put thermal resistance on those shield boosters, since you're facing NPCs.
  • I personally prefer chaff launchers over heat sink launchers.
  • You have a free optional slot. Use that for point defense.
But my biggest piece of advice would be: sell that shield generator, and kit out a Python to run those missions instead. You say you're relatively new to the game, and it sounds like to me that you've got too much ship for your relative skill level. A Python is a great multi-role ship, especially if you insist on fighting back. Personally, I would stick to dedicated fighters for combat until you build up your combat skills. You'll have a lot less on the line that way.
So it's not that I'm insisting on combat. Kitting out for combat was an attack to try to fix the problem that I would get attacked, either from system security, or from being in an unwinnable interdiction.
 
If you only have 14mil cash, I really really recommend you switch back to something much smaller until you are flush again. Probably a Keelback will be the best you can outfit properly and have a couple rebuys to spare.

Consider: if you're down to a single Rebuy, and it happens, what will you do then? You'll have to sell the T9 (losing another ~15mil in the process) or risk being relegated back to a Sidey. You really don't want that.
"One is none", we say in my language.

I recommend Keelback.
I've been laser mining to get the credits I need for a rebuy, it seems to be the safest way to get credits, just taking forever due to loan debt
 
So I have two questions when it comes to high grade emitions. Do they consistently show up?
Yes, but they depend on system states. Eg boom, war, outbreak and other states all give HGE-s containing certain materials; some materials are found in high population systems in a state of "none" etc.
And how consistently do they have high grade raw minerals?
Raw materials, never. HGE-s have manufactured materials.

I recommend Odyssey Material Helper, it gives you very precise tips for where to find everything.
 
Yes, but they depend on system states. Eg boom, war, outbreak and other states all give HGE-s containing certain materials; some materials are found in high population systems in a state of "none" etc.

Raw materials, never. HGE-s have manufactured materials.

I recommend Odyssey Material Helper, it gives you very precise tips for where to find everything.
I asked about the raw material showing up because the post I was responding to was in response to my mining, and it sounded like they were talking about getting raw materials


But if high grade emisons are good for manufactured stuff, I'll have to keep that in mind
 
To build up credits, in relative safety, there are a couple of ways. Road to Riches is one, ExoBio is one others might recommend. Bounty hunting where you let sys sec do most of the work and then get a hit when the enemy is almost expired for the bounty. Ship size matters little, even a small ship, which has the advantage of minimal rebuys. Or you could go and buy some G3 suits and weapons for medium ground CZs where you can earn a couple of million in 20 minutes. Not big bucks, but no rebuys. Again you only need to do damage when the enemy is close to expiration for the credits. Getting taken out by the enemy is no biggee, as you return very quickly.

Steve
 
FWIW, when I started my new alt, I first took the sidewinder into high cz and took potshots as system security was finishing off pirates. As soon as I could I fitted a k-warrant scanner, which led to a T-6, T-7, and finally the T-9. With that I made a billion or so running high profit trade loops found on Inara (20-25mil per loop). Can't remember that I lost it many times (if at all), though I must surely have been interdicted a few times.
 
I’m slightly concerned for you that when you do get a Cutter you’ll still have the same basic issue. That being, you don’t have enough credits and engineering materials (data, raw and manufactured) to engineer it‘s modules to a high enough degree to cover your relative lack of knowledge and skill, which will leave you facing rebuys and more debt. A well outfitted and engineered Cutter costs a huge amount of credits and far more in time and effort to gather the materials needed to engineer all those modules (eight utility slots, which can … with good engineering knowledge give you astonishing shield strength.)

Prior to Fleet Carriers it really was an ‘end game’ ship, while the game now throws credits at you its still a ship that will see you grow to hate the game if you grind for it too heavily. Imperial rank, credits, materials…a lot of materials - it’s a concentrated grind that may not help you gain the skills you’d get by approaching your goal via a different route.

A much cheaper Python has excellent carrying capacity whilst allowing you to include missions and trade runs to Outposts. It will be easier to control during interdictions which will help you learn to master them which is a skill you can then transfer to the Type 9 (I find it’s easier in a Type 9 when you learn to preempt the movements of the interdiction. e.g. start moving down before the interdiction marker moves down, that takes practice and getting a feel for interdictions, which is easier to learn in a more agile ship.)

Finally, and without wishing to appear rude, learning engineering; what modules make sense, what modifications work best for those modules and which experimental effects to apply to those modifications will help massively in reducing costly mistakes and optimising your ship. For many activities and ships engineering isn’t required, for some activities and ships it makes a huge difference and experimenting, playing around (definitely when it’s free like using Coriolis) and learning what happens to mass, thrust, shield strength and power priorities etc will eventually ensure you make the most of the Cutter you eventually get.

I‘m sure someone kind once told me ‘it’s not the size of your ship but what you do with it that counts.’ 😁
 
I'm weird when it comes to my games. I actually enjoy grinding. Unpopular opinion I know. I don't mind putting in the time to get what I want, makes that moment when I do get the thing i want all the more special.

Python is a ship that keeps getting recommended, so I will try it out

As for interdictions, how do you predict the vecors movements, it all feels random to me

I have looked into engineering and experimental affects that would help me, the Coriolis build I posted was a work in progress.
 
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