T 9 HEAVY Build (CGs, trading)

Most tonnage is not always the best. It is most ton/h (time minute, hour, day...). Conda will jump longer and will not demand a fuelscoope when the t9 needs one, and there T9 lose its advance both in tonnage and time it needs to scoop (never put a scoop on a bulk trader, if not the distance is to far can be better to put in a small extra fuel tank (if short 2-3 jump route you can sometimes do the opposite and degrees your main tank an win one jump)

The condo is also faster to get out an in to station. (only traded with T9 or conda before engineers.)
So for solo a nerfed conda is nearly allways better.
 
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Looks like im going for The big snake since its fsd Range is Way bigger and i Can use it for other Things in Future (Explo/Bh)

Sounds like a good choice, and its more fun to pilot it. I just stod out with my t9 till i had money fo a nerfed trade conda:D

Ilike the looks but not the handling.
 
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Most tonnage is not always the best. It is most ton/h (time minute, hour, day...). Conda will jump longer and will not demand a fuelscoope when the t9 needs one, and there T9 lose its advance both in tonnage and time it needs to scoop (never put a scoop on a bulk trader, if not the distance is to far can be better to put in a small extra fuel tank (if short 2-3 jump route you can sometimes do the opposite and degrees your main tank an win one jump)

The condo is also faster to get out an in to station. (only traded with T9 or conda before engineers.)
So for solo a nerfed conda is nearly allways better.

As a long range CG runner the Anaconda will always be the best choice (If no access to a Cutter. For short haul runs, the T9 is the better choice. At the end of the day both ships will bring in a ridiculous profit for any trader.
 
As a long range CG runner the Anaconda will always be the best choice (If no access to a Cutter. For short haul runs, the T9 is the better choice. At the end of the day both ships will bring in a ridiculous profit for any trader.

Wasn't that what i said? I was what i ment :D
 
More Coriolis builds aswell as further info concerning a trada Conda are always welcome

E.g. How to get back The 200mio ASAP
 
This is the Suzy Thunda.
I don't see the point in D rating a T-9.

Named for a lass who was ex AEDC and ex NULL and who has since gone underground.
She would have to be all A rated, with a tough hide, and a surprising sting in the tail.
Those shock mines are all Ion Disruptors.

She's kinda pricey when you take a rebuy, but she's not here to make money.
She's here to change your government.

https://coriolis.edcd.io/outfit/typ...UVCDEwCEswAuX/MzAAACoBHD1IAAAA&bn=Suzy Thunda

https://inara.cz/cmdr-fleet/3414/228519/
 
This has kept me alive in Open for the past few years, easily takes out any rank NPC. Torps are now cascade modded, quad boosters are heavily modded, I tend to up the shield gen to 6A at certain CG's

I bet that build has given quite a few cheeky CMDRs an unpleasant shock :)

Most tonnage is not always the best. It is most ton/h (time minute, hour, day...).

Sure, but if you can find a short, 1 jump A-B-A trade route then the Space Cow's extra tonnage wins against the conda. Plus, it is considerably cheaper. Basically, it's a money making machine with character.
 
How do you manage the power requirements for that?


Actually my powerplant is 6A (Engineered to run cool) The dist is also 6A, ENG enhanced for unlimited boost. I had modified Dukes build.

I also run 4A on the sensors, 25 mins on the life support for smuggling runs. FSD is obviously engineered to the max, missiles are penetrator/deep cut payload, cascade on the torps (A lot of fun in open!)

http://beta.coriolis.edcd.io/outfit...w18eQ==..EweloBhA2AWEDMBOAjCApgQwOYBt0ggoQlA=
 
Actually my powerplant is 6A (Engineered to run cool) The dist is also 6A, ENG enhanced for unlimited boost. I had modified Dukes build.

I also run 4A on the sensors, 25 mins on the life support for smuggling runs. FSD is obviously engineered to the max, missiles are penetrator/deep cut payload, cascade on the torps (A lot of fun in open!)

http://beta.coriolis.edcd.io/outfit...w18eQ==..EweloBhA2AWEDMBOAjCApgQwOYBt0ggoQlA=


Missiles, eh?
I'll have to think about that. I went with mines, because I figure I'm not going to get to point at my enemy.
But here's a question: why 7D thrusters? Don't you get better weight / output value from 6As?
 
I can only imagine how painful it must be to actually take a T9 to get various bits engineered.

Mine has some engineered modules but they're all cast-offs from other ships.
 
Meet Corky: https://coriolis.edcd.io/outfit/typ...==.Aw18eQ==..EweloBhA2AWNhQKYEMDmAbJIQEYIFA==

Now Corky did recently receive a small upgrade: https://coriolis.edcd.io/outfit/typ...==.Aw18eQ==..EweloBhA2AWNhQKYEMDmAbJIQEYIFA==

I don't usually take Corky into combat, but pirates do get annoying, and sometimes need beat down to get the message.

I can only imagine how painful it must be to actually take a T9 to get various bits engineered.

Mine has some engineered modules but they're all cast-offs from other ships.

Depends where you buy it - and how you do your engineering. Mine was a terribly painful trip out to Farseer's, but after that, it wasn't bad at all.
Even the trip out to Palin for DD5's wasn't bad.

Just keep in mind that a Type-9 is basically a warehouse with a Frame Shift Drive, and flies like one, and you've nothing to worry about.

A bus does not drive like a race car.
 
Meet Corky: https://coriolis.edcd.io/outfit/typ...==.Aw18eQ==..EweloBhA2AWNhQKYEMDmAbJIQEYIFA==

Now Corky did recently receive a small upgrade: https://coriolis.edcd.io/outfit/typ...==.Aw18eQ==..EweloBhA2AWNhQKYEMDmAbJIQEYIFA==

I don't usually take Corky into combat, but pirates do get annoying, and sometimes need beat down to get the message.

That build would be pirate bait, shields are too small, Packhounds are useless against Target Lock Breaker Plasma, which would kill the small shields, fighter bay is class 5 and can be instant killed in launch by a double rail shot, which is probably even unnecessary as disabling and holding your main ship hostage would either get you to call off the fighter or end up dead. And the remaining hardpoints will be inaccurate against small/medium pirates using chaff or dispersal and do petty damage on large pirates. The single point defense BTW can't stop a torp, hatchbreakers, or a double missile shot, and cannot work on near-point blank FSD disruptor dumbfires if only one is used.

Boost the shields more, ditch the single PD, put better thrusters to at least remove the threat of torps (travel speed 250 m/s with 3 second arming time), and maybe even armor up the hull and throw an MRP on board if you want additional security.

This video can give some general advice too, quite useful and engineering your trade ship will only make it better https://youtu.be/Uh9AWV_BWo0

(Unless you mean NPC pirates, in which just boost the shields and thrusters and throw mines on, NPCs love running into them.)
 
Missiles, eh?
I'll have to think about that. I went with mines, because I figure I'm not going to get to point at my enemy.
But here's a question: why 7D thrusters? Don't you get better weight / output value from 6As?


6A is 7 tonnes heavier, optimal mass & max mass is also lower. Anyway it's a lot about feel for me, I've got used to a certain set of thrusters on the T9, I don't even like engineering them. Shock horror I actually like the Heavy 18 wheeler feel of the T9 :) If I want the sports car feel I take the SLF out for a spin. Same deal in real life, I prefer driving big heavy 4x4 off roaders, don't really get a buzz out of fast cars unless they are Corvettes/Mustangs/Camaros, very heavy steering.
 
I can only imagine how painful it must be to actually take a T9 to get various bits engineered.

Mine has some engineered modules but they're all cast-offs from other ships.

It's not that hard. You go Solo, obviously, and start with a D-specced one to keep it as light as you can. You do Farseer first, then Palin, then up to you; anything that can be engineered on a different ship (shield boosters, weapons, etc.) you do it with a different ship.

It would have been way harder back then when you had to bring Commodities with you, good luck escaping chain interdiction in a shieldless T9.
 
That build would be pirate bait, shields are too small, Packhounds are useless against Target Lock Breaker Plasma, which would kill the small shields, fighter bay is class 5 and can be instant killed in launch by a double rail shot, which is probably even unnecessary as disabling and holding your main ship hostage would either get you to call off the fighter or end up dead. And the remaining hardpoints will be inaccurate against small/medium pirates using chaff or dispersal and do petty damage on large pirates. The single point defense BTW can't stop a torp, hatchbreakers, or a double missile shot, and cannot work on near-point blank FSD disruptor dumbfires if only one is used.

Boost the shields more, ditch the single PD, put better thrusters to at least remove the threat of torps (travel speed 250 m/s with 3 second arming time), and maybe even armor up the hull and throw an MRP on board if you want additional security.

This video can give some general advice too, quite useful and engineering your trade ship will only make it better https://youtu.be/Uh9AWV_BWo0

(Unless you mean NPC pirates, in which just boost the shields and thrusters and throw mines on, NPCs love running into them.)

All very good advice and all completely redundant.

If you want to build a ship for survivability in Open, you're looking at the wrong ship.
On a similar budget, buy a Python instead.
Alternatively, if money isn't an object, go for one of the big 3.

The amount of sacrifices that you'd have to make, and the credits you'd have to spend, to make a T9 survivable in open would render it almost pointless to fly in the first place.

Course, that's not to say you shouldn't fly a T9 in Open.
Upgrade the shields as much as you can, fit a decent MRP and then "git gud" at high-waking at the first sniff of trouble.
Anything more than that and you'll be reducing the cargo capacity and jump-range to the point where you'd probably be able to deliver more stuff, per hour, in a Python.
 
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