Various issues with Imperial Clipper

feroce

Banned
Dear Elite: Dangerous(and FD!),

I created this thread, both to hopefully spark some discussion on the topic of the Clipper, as well as attempting to get someone at FDev to notice these issues it has.

As some of you may know, the Imperial Clipper is currently experiencing some issues, including a particularly nasty and severe bug that seemingly causes the Clipper to have 0 mass for the purposes of mass locking enemy ships.

Another issue that it faces is lack of convergence points on its awkwardly placed hardpoints, which ultimately results in the Clipper's inability to deal with enemy player's double chaff in a skillful, rewarding manner. This leads to a frustrating experience for Clipper pilots when combined with the mass locking issue.

The Clipper also has an incredibly high maintenance cost, and the "zero mass bug" appears to make this ship particularly vulnerable to taking damage from ramming and collisions, resulting in an artificially high rate of repairs on an already exorbitantly high repair cost. All in all, these issues make flying the Clipper a careful consideration for any potential pilot, as it has many downsides in its current iteration.

Besides those things, the Clipper is a real treat to fly. It is fast, agile, deadly, and destroys any player without double chaff via gimballed weapons.

Unfortunately, though, I have been unable to find any word from Michael or anyone else at FDev as to whether they have acknowledged these issues with this fine vessel.

Please comment on whether you feel the Clipper deserves a hardpoint redesign or rebalance, and if so, what other changes, if any, may be required to keep the hull within balance.

Love always,
Commander Killmore


Mass locking is a known issues

changing the hard-points will make it overpowered

is a fast travel ship, not a fighter
 
The fuel tank is small but suitable for most bulk trading runs, if you wish to complete long trading routes, as in Rare trading, then again you have to trade off some cargo space for a fuel scoop, A4 would be my recommendation.
With the 16t fuel tank a B3 scoops fast enough. Well at last the way I fly.. I stop at every sun I am able to scoop just after I jumped into the system, well I mean I am next to it anyway..
 
Like the Type 9?

Covering long distances with that thing is a huge pain compared to the Clipper.



And yes, Type 7 repair is bugged. This was already dev confirmed.



Cant really compare the Clipper and Type 9. Type 9s hull mass is much greater and its much more expensive.


Python and Anaconda however...Umm....350 and 400!!!

Doesnt make sense to not have a 32 ton fuel tank on the Clipper. Its role is moving valuable items and people across the empire, which sounds more like Courier then Combat, even though its a milspec ship.

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been thinking of buying one to try, but dont have any imperial rank, is there anywhere to buy not in the Empire, or can you recomend a good spot to do some missions for quick promotion.


Having done neutral to Baron:

From start to finish its currently going to take you a good 3-4 days of doing missions to raise the rep youll need to get the Baron promotion mission. Read Yukai's guide.
 
With the 16t fuel tank a B3 scoops fast enough. Well at last the way I fly.. I stop at every sun I am able to scoop just after I jumped into the system, well I mean I am next to it anyway..


Scooping at every sun is super slow and will kill your credits per hour, if thats a concern..if not, fly on!
 
Scooping at every sun is super slow and will kill your credits per hour, if thats a concern..if not, fly on!
Not really, I usually only have a scoop installed while I am traveling long distances. Entering a System I pop up a system wide scan while I close up to the sun for scooping, target the sun and scan it while I look at the system screen. When I am done looking at it I am full usually and continue.

On trade runs fuel scoops doesn't really pay up for the cargo space you sacrifice.
 
The only non-bug-fixed-in-1.1-issue I have with the clipper is that the 7A shield gives 25% less shield strength than the Python gets out of the 35 million cheaper 6A shield generator.
 
II think the clipper is just fine (apart from mass lock), it's meant to be a fast transport rather than a dedicated fighting ship. A pair of C2 torpedo launchers will nail people with chaff.
 
I never used torpedos. Shouldn't torpedos be slow but devastating? Beside that I think the Clipper is the Counterpart to the Federal Dropship and thats a passenger transport ship.
 
I never used torpedos. Shouldn't torpedos be slow but devastating? Beside that I think the Clipper is the Counterpart to the Federal Dropship and thats a passenger transport ship.
It's the counterpart as in the Federation rank equal to Baron unlocks the Fed Dropship.

Nothing else.
 
Considering the effort you have to put in to buy one, it would be nice if it got some attention. The mass lock issue is a big one that really needs fixing as a matter of urgency, as it has been an issue for some time now.
 
Doesnt make sense to not have a 32 ton fuel tank on the Clipper. Its role is moving valuable items and people across the empire, which sounds more like Courier then Combat, even though its a milspec ship.

Another 32T of fuel tank would ruin its sleek profile. Accept it for what it is: a ship that went for form over function.
 
You guys having this problem with the shadow of the Clipper?

Could it be related with the inconsistent mass lock/impact damage?

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Another bug is that a clipper can mount lower class sensors, like we could back in beta. I wouldnt recommend it tho, imagine they would fix it and you cant dock anywhere...
 
I take that back on Clipper and no collusion issues. Three weeks and not a problem, but today I've seen it twice.

Asp at 4% slowly tumbles through the mailbox, can't be going very fast, I am going less than 80 m/s and it crashes straight into my 4 pip 7D shield - shields down, hull damaged to 84%.

That's basically what I ate in a Cobra when I once finished off a badly damaged Asp as it was about to jump with boosting.
 
I`m playing with Clipper about 21 days and have some insights:

  • Stock Clipper is useless, likewise all stock ships in the game. With 6E shield it’s almost suicide to go to any combat.
  • Be prepared, all outfitting is really expansive. I recommend go to all D equipment asap, because of mass.
  • Shield vs cargo is simple question. From begging you will need cargo. To gain credits via business. I don’t see any other option how to use poor outfitted Clipper, then trade ship.

For example 168t cargo and 6A shield. Good trade run can earn near 200k CR.

Once I crashed bay door, not in high speed, and with 6C shield and light alloy, I lost 100% of shield and 93% of hull!!! Repair cost more than 600k CR! So be aware. 6A shield cost 16,2M CR.

Later there is option to use 7E-D shield, it is a cheaper setting for combat. 6A shield has 168MJ and 7D 166MJ, price is 16,2M vs 1,9M CR. Then u lost 64t of cargo. Good option for combat.

  • I’m using D2 BL gimballed for front attack (500k each), and F3 PL turrets for cover of upper hemisphere (400k each). E2 BL T cost 2,1M. May be best choice (I’m scary of energy drain) should be D3 Beam Laser Turret for 19,4M each.
  • I think it’s important to use better bulkheads. Its cost lots of money and huge mass, but u really can’t pay for repairs. 50% cost more than 300k. Before I start to use Clipper for combat I want to buy at least reinforced alloys.
  • For combat, of course, use shield cells. It cost you another 8t of cargo.
  • Use your speed. All bigger ships are slower, and most of others. Only Viper can really match. So you can easily run from uneven combat.
Enjoy your Imperial “Duckface” Clipper. It’s not easy to tune it up, but later its shows his quality.

TurboMK
 
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