Ships Upgrading route for a Clipper? plus I need advice for an eventual combat loadout

I've recently gotten my hands on the absolutely sexy Imperial Clipper. At the moment I've set it up as a freighter, trading my way to the credits needed to upgrade this sexy beast. I have a few observations I'd like to point out.

1. After flying so long in a Vulture, flying a Clipper has been a pretty interesting transition. This thing is fast - even stock, this monster seems to require a lot of fine tuning of the throttle inside a station. With my Vulture at four pips to engines, I could control its speed fairly regularly and keep it around 80m/s, whereas if I'm not careful, my Clipper will hit 120-150 inside a station with landing gear deployed. I've worked my rear off getting this clipper, I don't want to lose it to an unfortunate collision, so I tend to clear pips from the engine inside a station.

2. Docking at a station is annoying in this thing. I don't trust docking computers so I dock manually. I'm never entirely sure where the landing gear is, so I've had to take a different approach to docking. Whereas with all my other ships, I simply fly up to the landing pad and slide into the target, I have to fly much higher in the Clipper to control where I come down using my vertical thrusters.

3. The momentum on this thing is ridiculous. I'm not taking this thing at RES areas any time soon. Not until I've gotten the hand of maneuvering this thing. I've yet to do any combat tests. Hell, I've yet to be pulled over by anything, not even pirates.

Oh well. I'll fly it long enough that I'll get used to its quirks. This is the ship I plan on making a name for myself in Powerplay with. Now on to the meat and potatoes.


The first thing I've set as my priority for upgrading is the FSD, but that's for trading concerns right this moment. Fully laden this thing's jump range really craters so I plan on getting that A5 FSD ASAP. But beyond that, I need advice. Where should I sink my trading profits first? Does the ship absolutely NEED everything A rated as fast as possible?

For basic defense I've just slapped on some gimballed pulse lasers in every slot relative to the hardpoint side. This is a ship I know that has lousy hardpoint placement, so the gimbals almost seem a must. What sort of weapons should I be fitting in these slots? I couldn't reliably put beams in my Vulture because of the Vulture's low power capacity, but looking at the Clipper's available power capacity with an A ranked power plant, it's not going to have many issues.

And what about shields? Eventually I will get those expensive A7 shields, but will it suffice to use the class 6 shields or does it need the class 7s?



This is my first big ship, and the one with my first major expense sink. I need to know how to get this thing kicking tail, or at least get everything available for it to do any job it needs to do. It's going to be a long time before I go for anything bigger, and in the end, I doubt I will.
 
http://www.edshipyard.com/#/L=603,4zh4zh7OX7OX01Q0Wg0_g3wU,319Y9Y7_7_9Y7_6k,7le7UI15O15O13q13q12G2UI

My current loadout. Good for everything except against players.

I teched everything important to B class first which allowed me to get quite deep into RES combat with minimum risks:
http://www.edshipyard.com/#/L=603,4zh4zh7OX7OX01Q0Wg0_g3wU,2-9i9i7_8c9Y7_6k,7le7US15O15O13q13q12G2UI

In my opinion I'd say distributor, sensors and a B class shield are essential for combat along with weapons, utilities & power.
FSD is nice but if you can find a good High Tech system with a RES you can upgrade and fight all day.

Thrusters again is nice to have but I did that last on my list, hull packages are cheap and effective but lower jump range. Will keep you in fight longer but watch your powerplant module health.


Edit: The massive cost difference between A and B class should help a lot seen as B class are not that much worse than A.
 
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The first thing I've set as my priority for upgrading is the FSD, but that's for trading concerns right this moment. Fully laden this thing's jump range really craters so I plan on getting that A5 FSD ASAP. But beyond that, I need advice. Where should I sink my trading profits first? Does the ship absolutely NEED everything A rated as fast as possible?

For basic defense I've just slapped on some gimballed pulse lasers in every slot relative to the hardpoint side. This is a ship I know that has lousy hardpoint placement, so the gimbals almost seem a must. What sort of weapons should I be fitting in these slots? I couldn't reliably put beams in my Vulture because of the Vulture's low power capacity, but looking at the Clipper's available power capacity with an A ranked power plant, it's not going to have many issues.

And what about shields? Eventually I will get those expensive A7 shields, but will it suffice to use the class 6 shields or does it need the class 7s?


Get a 7C shield for about 5m and put in a couple of shield boosters. You'll be surprised at how well this modest investment works. If you've been playing much you should have the cash for that on-hand so really what you want to focus on is the 6A Power Plant and distributor. Once you have those you're power needs are covered and you can then work on whatever else you feel like.

I really like my class 3 gimballed beams but you'll want that big power plant first.
 
Coincidentally, I just got my Clipper today too, also a big step up from the other ships I have / had. I'm enjoying it very much so far, although I clearly need a bit of practice at clearing the entry slot to stations on the way in!

For me, same as you, this was a big investment, and I definitely don't have the credits to fit it with A class modules from the get go. I've gone for C power plant, thrusters and power distributor, and a 6C shield gen. I also have two A0 shield boosters. I wanted to see how those shields would stand up under fire, so went to a nav beacon. No problems at all, never even lost the outer ring, and made a couple of 100,000 in bounties including federal dropships, pythons and anacondas, so I'm comfortable with those shields, although I'm sure I'll up them to at least B class when I can afford it. For reference, the shields are rated at 317 MJ as opposed to just over 400 MJ in my Vulture, but they still feel pretty solid. I also have a 5B FSD, and that's really the only drawback, not a great jump range.

I have gimballed beams in the medium hard points, and gimballed cannons in the large, partly for power issues at the moment, and partly for cost. I'm getting used to how the the hard points get blocked by the ship, and am still thinking about whether there may be something better than the cannons. With all this, I have a cargo capacity of 144 T, so I might have to try and find a decent trade route. Anyway, I have been pretty impressed with it so far, and I'm sure I'll upgrade components as and when I have sufficient funds, but even with this load out I'm having fun in it. It seems like a very versatile and also powerful ship. Oh, and it looks nice too. :)
 
This is my current combat Clipper:
http://www.edshipyard.com/#/L=603,4zh4zh7u57u50_g0_g0_g3wU,307_9Y7_8S7_8I6k,7WK16y7go7go4zM9sA0nE2UI

Notes on loadout:
- I should upgrade the 7D shield to 7C.
- Only one shield cell bank powered, once empty, I turn it off and the other on
- Yes, there is a Docking computer. Yes, please laugh at me. But I can land it manually. :) I don't use it when real Commanders are nearby.
Indeed, the docking is odd and slow, feels like moving a boat into harbour. But you get used to it.
- The Beams are strong and can be fired for quite a while, but of course not unlimited like Pulse lasers. Still, Pulse lasers are a good option, but I had enough of them after weeks in a Vulture and needed a change. So far, not looking back.
- I run all gimballed in the Clipper because of those wired hardpoints. One fixed and one gimballed Beam can be considered. I tried both fixed but couldn't get it working. A better pilot may be able to, but I don't know how to hit anything smaller than an Asp reliably with fixed weapons in a Clipper.
- I was running Cannons instead of Multi-Cannons for a while, they are also fun and worth to be considered.
- For trading you of course need to swap a few modules. 6C shield and only one shield cell bank makes a decent trader/fighter mix. With a 4A shield it makes an excellent trading ship. I think you could even fit 3A shields (edshipyard says yes, but I'm not 100% sure on that), but I would no longer feel comfortable with a load of gold behind me and such low shields. Never tried.

In PVP this setup is most probably totally useless (gimballed weapons, no chaff), but so far I managed to just fly away, sometimes damaged, but I never lost the Clipper in combat yet (note that "yet"). You may want to replace one Shield Booster with a Chaff Launcher. Actually this setup was an experiment, trying to see if I can live without the Chaff, and so far I could. Some day I will probably learn my lesson.

About RES hunting, it works but requires some practice. You definately need to adapt to a different flying style compared to a Vulture/Viper/Cobra. I needed some time to get comfortable with it, but it is definately doable. Slow down *before* you turn. Be very careful with that throttle. Remember your forward thrusters are super-powerful but all other thrusters are almost non-existant. But in my very subjective opinion, this makes RES hunting and warzones more fun and more of a challenge. I got bored in my Vulture after a while. But the Clipper is a beast and kills things very fast.

With the A thrusters things get noticably better, but overall C thrusters are already pretty decent. You don't *need* those 16 mil A thrusters for a good Clipper, but once I had the cash and didn't want to start outfitting another ship yet, I just got them. But even with A thrusters the vertical and lateral thrusters feel like some mechanic in the hangar forgot to add them. In short, get C thrusters and C power plant and don't worry too much about upgrading until you got the cash. Actually I only had to upgrade from C to A power plant because of the A thrusters, which is overall a really small improvement for a total of 32 mil Credits. One may argue those 32 mil could be better spent elsewhere, like crocodile leather for the pilot seat or satin cushions in the bunks.

Overall, my advise for a start would be everything C except an A frame shift drive (which is affordable). That's how I built my first Clipper and it felt already pretty good. Then upgrade as cash flows in but don't expect the Clipper will change into a Viper with everything A. It won't.

I was eyeing the Python, but considering the price I think the Clipper will carry me for a long time. Besides an Asp, this is currently my main ship and I don't want to sell it.
 
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Looking at other peoples loadouts personally I don't think you need a class 7 shield generator unless you're doing heavy conflict zone/capital ship engagements or PVP. Much more useful to stick a cell bank in there for continuous engagement.
As one of the fastest ships in the game the only real threat is the FDL as you can run away from anything else when your shields go before they can do any serious hull damage.
 
FYI, it's not that the Clipper has exceptionally high mass/momentum for a ship of its size, it's that the lateral and vertical thrusters are very weak. That's why the vertical movement to and from the pad makes it feel like the ship is more massive than it is.
 
I have another observation: Does it seem like, to anyone else, the Clipper has a bad habit of drifting left at low speed? It might just be my garbage thrusters, but it sure feels like it slides to the left a lot when I'm trying to dock.
 
I haven't noticed any listing to either side in my Clipper.

Regarding shields....I've been doing a ton of grinding and have a sizeable bank-roll now and went shopping yesterday and put in a A7 shield generator.
This morning I put the C7 back in.

The diminishing returns of that A7 are just way too much for me and the 4.9mw draw on the power is pretty huge when I was already juggling modules before I installed it. I'm likely going to stay with a C7 and 2 or 3 boosters.
 
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Regarding momentum, if you upgrade to A thrusters you will increase acceleration. It will be easier to stop. That was how it was for my Python.
 
This is a bit silly, but I was at the movie theater today, and I saw a couple of old school arcade games there while I was waiting for my film to start.

The Imperial Clipper looks almost exactly like the starship from Galaga. I'm actually ashamed I didn't notice this before. I used to love playing Galaga back in my NES days. Maybe that's why I took an immediate shine to the Clipper when I first saw it. Darn subconscious, always having too much influence on my decisions.


As an update, I've upgraded the power distributor to A-ranking, the power plant to C ranking, the FSD to a B ranking and I'm currently headed for another hub to find a profitable trade route. One stop of my previous two-stop route has dried up in profitability. The other stop is more profitable than ever, but it doesn't cover the almost total profit crash from the first wing.

At what point should I upgrade my thrusters? It seems a bit pointless to do it right now, it can, even with stock thrusters, keep a steady speed near 350m/s with 4 pips to engines and A ranked power distribution.

I've also had my first taste of combat in this thing. A very unfortunate npc pirate in an Eagle interdicted me. All I have are four gimballed pulse lasers relative to hardpoint size in my machine. I had no pips to weapons. He disintegrated before they overheated while I was still using stock power distribution.

...Yeah, I think I'm gonna like this ship fully upgraded.
 
I've recently gotten my hands on the absolutely sexy Imperial Clipper. At the moment I've set it up as a freighter, trading my way to the credits needed to upgrade this sexy beast. I have a few observations I'd like to point out.

1. After flying so long in a Vulture, flying a Clipper has been a pretty interesting transition. This thing is fast - even stock, this monster seems to require a lot of fine tuning of the throttle inside a station. With my Vulture at four pips to engines, I could control its speed fairly regularly and keep it around 80m/s, whereas if I'm not careful, my Clipper will hit 120-150 inside a station with landing gear deployed. I've worked my rear off getting this clipper, I don't want to lose it to an unfortunate collision, so I tend to clear pips from the engine inside a station.

2. Docking at a station is annoying in this thing. I don't trust docking computers so I dock manually. I'm never entirely sure where the landing gear is, so I've had to take a different approach to docking. Whereas with all my other ships, I simply fly up to the landing pad and slide into the target, I have to fly much higher in the Clipper to control where I come down using my vertical thrusters.

3. The momentum on this thing is ridiculous. I'm not taking this thing at RES areas any time soon. Not until I've gotten the hand of maneuvering this thing. I've yet to do any combat tests. Hell, I've yet to be pulled over by anything, not even pirates.

Oh well. I'll fly it long enough that I'll get used to its quirks. This is the ship I plan on making a name for myself in Powerplay with. Now on to the meat and potatoes.


The first thing I've set as my priority for upgrading is the FSD, but that's for trading concerns right this moment. Fully laden this thing's jump range really craters so I plan on getting that A5 FSD ASAP. But beyond that, I need advice. Where should I sink my trading profits first? Does the ship absolutely NEED everything A rated as fast as possible?

For basic defense I've just slapped on some gimballed pulse lasers in every slot relative to the hardpoint side. This is a ship I know that has lousy hardpoint placement, so the gimbals almost seem a must. What sort of weapons should I be fitting in these slots? I couldn't reliably put beams in my Vulture because of the Vulture's low power capacity, but looking at the Clipper's available power capacity with an A ranked power plant, it's not going to have many issues.

And what about shields? Eventually I will get those expensive A7 shields, but will it suffice to use the class 6 shields or does it need the class 7s?



This is my first big ship, and the one with my first major expense sink. I need to know how to get this thing kicking tail, or at least get everything available for it to do any job it needs to do. It's going to be a long time before I go for anything bigger, and in the end, I doubt I will.

Here is what I did with my Clipper. I've optimized it for trading, here is my loadout
http://www.edshipyard.com/#/L=603,4zh4zh7u57u50mI0mI0-80-8,2-A0A07_8SA08S6k,0Bk0AA7RA07205U05U03w03w .
With this setup I still have good punch if I want to shoot something, and 4A shield gives me enough time to change my mind, if it all goes down south, and fly away. Speed is the best weapon of this ship, unless you flying fully battle ready Clipper. With 232 tons of cargo on board it makes 16 LY jump, which is good for trading. Note all these "D" rated modules there for weight saving, therefore for better range. Once I made enough cash I traded it for trading version of a Python. This one
http://www.edshipyard.com/#/L=605,5...,2-8SA07_6u8SA08I,0AA0AA0AA08c08c7RA05U05U03w
This one does 276 tons over 16 LY and makes even more money, that I'm going to spend on my combat Clipper and combat Cobra. Combat ready ships are ridiculously expensive and it takes good freighter to by them. Combat Cobra will cost up to 9 mills, and combat Clipper easily goes over 100 mills. If you missing some action, while trading you can by some cheap ship just for that. I was actually hanging at Nav beacons with my trading Clipper and it was good enough for NPC shooting. Some other day I forgot about 232 tons of berillium in the cargo hold:D. Yeah, Clipper is fun ship to fly regardless what you do. I can't wait to sell my Python and buy it back, but in its full glory at this time:p. One thing though, you do need smaller ship to compensate for your inability to visit outposts if you have to. So second car, I mean ship, is important to have. Just remember Clipper works at its best when you using its best advantage, which is speed. This is not a Battleship like Anaconda, this is more like a Heavy Cruiser. There are bigger and better armed ships out there, but they can't catch you. Even if you got involved in the fight with much superior enemy, most of the time you can just fly away. Unless you no longer a trader and your ship is up to the challenge. Good luck.
 
I have another observation: Does it seem like, to anyone else, the Clipper has a bad habit of drifting left at low speed? It might just be my garbage thrusters, but it sure feels like it slides to the left a lot when I'm trying to dock.

I noted this tendency when you trying to slow it down too fast, like going from 3/4 of the throttle to stop. Feels almost like a car on the ice. Solution is very simple though. Reduce throttle gradually when docking. Not sure why it does it, probably has something to do with rotation of the station and relatively weak lateral thrusters of this ship.
 
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