Ships The Panther Clipper Mk II Owners Club.

No fancy paintjobs here yet, but I did get a good shot of it. I've finished tweaking my shieldless trader build and I like where it ended up. It's got 1200t of cargo, 2200 hull, a 33LY laden range, and a perma wet boost. It would be real easy to slap a bigger power plant in and add a shield while keeping 1100t+ in cargo.

Be Kind Rewind

I tried a few power distributors if anyone is interested. A 5D power distributor with charge or engine focus will perma-boost only if you give it super conduits. Charge enhanced will pair better with a shield if you go that route. If you drop down to a 4D distributor, use engine focused and cluster capacitors. You can't perma-boost, but that little extra will get you close to boosting 3 times in a row and hopefully you can jump by then.


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This shot is great! Those green landing lights give it a real 90's scifi vibe.

When hauling, I've realized that 1 heat sink launcher and 1 chaff launcher usually is enough to escape interdictions.


Edit: Eagerly awaiting the 2*5 and 2*6 cargo racks.
I've never tried chaff before, it's working great with a hotkey. I swapped a heatsink out for it and my build doesn't notice the difference. I haven't needed heatsinks since I changed to a L1 low emissions power plant. From the power plants I tried, I think an efficiency of 0.35-0.30 is a good spot for a trading build; you don't need heatsinks but you still may overheat if you delay a charged jump.

Another thing folks might find useful, the first 4 utility slots are your rear slots and the first 2 are on top. If you're going to use point defense turrets, you're going to want all 4 filled for coverage.
 
This shot is great! Those green landing lights give it a real 90's scifi vibe.


I've never tried chaff before, it's working great with a hotkey. I swapped a heatsink out for it and my build doesn't notice the difference. I haven't needed heatsinks since I changed to a L1 low emissions power plant. From the power plants I tried, I think an efficiency of 0.35-0.30 is a good spot for a trading build; you don't need heatsinks but you still may overheat if you delay a charged jump.

Another thing folks might find useful, the first 4 utility slots are your rear slots and the first 2 are on top. If you're going to use point defense turrets, you're going to want all 4 filled for coverage.
The Clogger Clipper is cool enough that I don't need heat-sinks to manage over-heating; it's for hiding the ship's signature from the attacker :)
 
Hi All :)

I've just been looking in on the Frontier Store for items concerning the Panther Clipper Mk 2. I noted this, which is a relatively new item?


Has anybody any idea exactly what the movable elements are by any chance on this ship kit? :unsure:
It comes with 4 paint jobs too, which is handy....what's your views on the ship kit and paintjobs btw.?
Edit...Ah!...I think I see what those movable elements are. ;)
Jack :)
 
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