Ships Type-10 Released!

I agree.

Taking out a powerful NPC in a small ship is much more laudable than seal-clubbing.

i agree you agree they're not comparable but yet compare them :D

i could go on saying that killing npc is also a form of seal clubbing, but i'm not saying it! ;)
 
your exclusive love for the teenie tiny ships. You do realize that you're the minority right?

and the problem with being a minority is ...?

i'm interested because i'm in the same tiny boat.

(never mind, somehow i've managed to be in minority for the most part of my life, i'm pretty used to it and i'm elite in minorities, so to speak ... :D)
 
Just bought a T10 and transferred all my grade 5 engineered modules to it. What a dream! Somebody pinch me! It even sounds somewhat like a C5 Galaxy in normal space which is the icing on the cake for me. Time to buy another one already!
 
Well, I've already got Cr650m sunk into my T10 and I'm really just experimenting.

The point, though, was that if you were using one as a trade-ship then hull-tanking in the hope of dispensing with a shield so you could carry more cargo is a decision which could easily put a big dent in your profits.

You put, say, a 7E cargo rack in your T10 instead of a 7A shield and that means you've got to make at least enough credits out of that 128t of cargo to pay for, potentially, Cr500k of damage or, at worst, a Cr20m re-buy.

Personally, if I was using a T10 for trade/missions, I'd probably go with at least a 6A shield and sacrifice 64t of cargo capacity in order to avoid taking some damage.

I thought we were talking about T10 as a combat ship

If trading is all you want it for , which is mostly the case for me too , just to take a break from my Cutter , then all it needs is a maxed out FSD , if possible, engineered. I have added nothing more to mine except took the shield to 6C and added a small shield cell just in case and load it with turrets just for later on if it is proven its worth in combat.

About that big dent, I don't see how it would happen, you have a ship that can evade the enemy with ease taking minor damage. I just submit and jump, not even an Anaconda can mass lock me. So of course you are correct would not make much sense indeed for trading to upgrade it heavily because you will lose the jump and frankly even my pathetic small 200mj shield can take some punching enough till I make the jump with no damage to my ship.

To take damage your enemies would have first to drop my shields and so far even in 2 vs 1 they have failed majestically to do so. I was considering maxing the thrusters but now that I know that nothing can stop me there is no reason to do so. Already it can do 25 lys jump , if I was doing long distance trading I would have farmed some grade 5 blueprints to decrease mass and further boost FSD jump and that's it.

T10 is a ready to go trader ship, the only must-have upgrade is the FSD.

Damage wise, after 12 interdictions the damage was no more than 20k and made 3 mil in the process. Super easy ship for trading. I use also a docking computer because I have better things to do and that's it. 10 mil for upgrades should more than enough. 2 time it dropped hull to 65% , both was me failing to realise how fat it is while trying to pass through the exit of the station.
 
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hi I was expecting a little more range. as for asp-x mine does 38 with weapon and reactive armour, if lightweight is on it up at 42ly
I'm sure the jump-range will improve with more engineering, probably into the mid-to-upper 30s or low 40s. I only had materials for 3 grade-5 rolls.

For comparison, my AspX (the same one I used in both the Distant Worlds and Distant Stars expeditions) gets up to 56 lys, when stripped for exploration. I spent 2 months engineering it (rolling, collecting more materials, re-rolling, ...).
 
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"Designed to withstand the rising Thargoid threat" by doing trade? Interesting.

Nah, whatever they say, it IS ideal for thargoids, at least on paper. 4 large hardpoints, lots of shield (although I'd bet money a biweave works best for thargies) 2 fighters and butt tons of hull. It's a great battleship, don't think it's going to make pvp meta, but I could be wrong.
 
Thanks for this, was really wondering about Exploration mainly. Getting a Keelback for the same purpose has crossed my mind, as well (for similar reasons to Type-9/10 comparison)

I'm not a fan of the Anaconda, I've bought and sold it 3-4 times now because it just feels very awkward as an Exploration ship, and running around with mainly empty slots (in order to keep weight down for jump range, etc.) kind of defeats the purpose in using the Annie as an exploration ship in the first place- considering it just ends up becoming more expensive to use compared to a cheaper XPL variant (DBX/AspX, etc.)

Anyway, please do keep us informed as to the Exploration functionality. I could afford to get a Type-10, but I'm waiting to see what people do with it first (as I can't afford to fully outfit one with A-rated modules, engineered, etc.) which is what I usually do with any new product. :) Would also love to see some sample builds (Coriolis, etc.) too. Sure, I've played a bit with Coriolis but spreadsheets don't give you an idea of the viability (thruster reaction, etc.) until you implement it... especially for those of us who don't have G5 DD unlocked and so forth...
I'm not a fan of the Anaconda either, mostly due to the pitiful cockpit view.

I will. I've been working to gain credits these last few months, specifically to get this ship. I saved quite a bit with the D-rated explorer build (which is still better than the as-purchased E-rated modules). Given my distaste for the 'conda, I've flown a lot in a Type-9. The Type-10 seems to have better flight characteristics, even with D-rated modules, than my A-rated Type-9. I'd don't have G5 DDs either; I've outfitted it with grade-3 dirty drives.
 
Unless playing "Space Bus Driver" isn't your thing... which makes it sad that PAX missions are the only "viable" way to earn as many credits in so little time.

(Sure would be nice to have more options available for other professions/roles in this game, but that's a bit OT here)
I earned a billion credits in a few months, doing the Palin "collect alien artifacts" missions out of Obsidian Orbital. I made about 30-50 million credits per hour. Sure, it gets repetitive, but I've now "got gud" at landing on a planet at a specific latitude and longitude.
 
I tried fighting a goid with the Type-10 fully A-rated. A Cyclops at that too. I can only get 1 heart destroyed before I have to leave. I have no idea what im doing wrong
 
I earned a billion credits in a few months, doing the Palin "collect alien artifacts" missions out of Obsidian Orbital. I made about 30-50 million credits per hour. Sure, it gets repetitive, but I've now "got gud" at landing on a planet at a specific latitude and longitude.

Thanks, might just try this instead- Lat/Lon landing is something I could improve on too! ;)
 
The Type 10 isnt that bad, got it to around 7000 K Hull and its maneuvrable enough to deal with the goids. But the main problems are the exposed canopy which cracks very fast when you don't activate the maintenance unit fast enough and the positioning of the hardpoints are a real pain (if you want to use fixed AX Multis), even if you place one weapon type on the same wing side.
Sure you can go with turreted AX Weapons, but then you have a lot of damage loss on your guns. I've soloed some Cyclops Variants now with different weapon placements and I always had far more problems than fighting with my AX Anaconda. So I would say gimballed AX Multi Cannons are really needed with this ship.

The main positive aspect are the well placed 3 medium hardpoints for a fantastic Flak Cannon combination. The swarm is down in seconds.

Even the max Hull Amount of the Conda is better (7500 k), cause it has better internal Slots for Hull Reinforcements.

I Like the Type 10, I really do, but I am a bit dissapointed that the Anaconda is still the better choice against the Xenos :(

Sorry for my english but i try my best ;)
 
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They could've tidied up the cockpit. Its a new ship apparently but the cockpit is just old T9. Thus I think its a cut n shut.

Don’t be unreasonable: They’re not going to waste time on a stupid cockpit (the •ONLY• bit of their ship most players in Solo will ever see) when they had to get the angle of attack on that super cool rear spoiler just right, now are they?

I’m sure either of the remaining devs could whip that code up in a few minutes. It’s not like they’re modeling the centre of gravity or anything.
 
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Don’t be unreasonable: They’re not going to waste time on a stupid cockpit (the •ONLY• bit of their ship most players in Solo will ever see) when they had to get the angle of attack on that super cool rear spoiler just right, now are they?

You're right. They should have dangled a cowbell from the top of the cockpit instead. ;)
 
It's crap. [knocked out]

While i could shoot halft the thargoid with my not very specialised annaconda I couldn't even bring down the first heart with my fully bug hunting fletched T-10

True it can withstand a hell of damage and with my kick a** fighter disturbing the swarm I can spend many minutes "playing" with it.. or it with me.

The Thing is.. I equiped turrets and they fire holes into the space.. aehm never had such..isn't there a gimbal mode for such???... I want to decide when to fire else it is pointless because 99% will be miss.... and for the fix weapon the beast is simple not agile enough..

So can we have gimbale AX Weapons at least? Else the T-10 is useless. ( Or I Need an Explanation how it is meant to battle the Thargoid )
 
...but I am a bit dissapointed that the Anaconda is still the better choice...

Called out for emphasis.

This is going to be the repeated refrain, again and again, until FDev fixing the glaring imbalance problems with the Anaconda. The community really needs to push on FDev to fix it. It's going to taint all future ship releases if left ignored.
 
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