Newcomer / Intro What are you up to?

Clipper is a fantastic ship. Imps done a real good job designing it. One of not too many real multipurpose, i think only Kraits can challenge this, if we take medium ships (still they're both slower and less agile in supercruise), and everything large is either slow, either being Saud Kruger, which crosses off either speed, either combat. Clipper can do everything, fight, explore, carry things and land on planets and release SRV all together. Very speedy, fast boost, and supercruise maneuvrability makes a lot of medium ships envy. Also somehow suprisingly cheap too (not in armored version obviously).

I outfitted mine with a bit more focus for in the Bubble affairs, with heavy armor and shield boosters trading for another couple of ly of jump range and when i'm rly in doubt of what i'm up to, i usually go with the Clipper. Could then be anywhere from scanning salad and gathering Ody mats to fighting pirates or scanning HGEs. That comes at a cost of an obvious large pad requirement and less obvious quite small for such ship fuel tank, the latter can be mitigated with a big enough fuel scoop. Also while being such a multipurpose creation, you often end up with stealing smth (as possibilities always appear around, but in another ship you either lack limpets, either cargo, either you are lazy, and Clipper can do all that for you) - that mitigates the large pad, you don't need any pad if you have a bounty on you after all.

She shines after being engi'd though, at least THR/FSD/PD, and an FSD booster is nearly a must, otherwise too small jump for my tastes. Ah, and also she's nice at boosting at things and ramming them, especially the light ones, that sometimes come quite close and shoot at you without being aware of that boost speed and turn rate. Ah, and also you can sometimes find a lot of canisters in degraded emission signals - and pick up all the Aluminium and Leather just because you can (fast direct limpet for each canister, who cares, you have 128 limpets), and then sell them at a black market (i've found 27 and 36 t accordingly from what i see on Inara, but they'll likely clutter in the carrier storage for a while, as each ton costs around 500 cr - i did put them on sale on the carrier's black market though). Ah, and also you can even go to Distress Calls because you can help. Ppl usually ask for fuel or repairs, but once i was asked for food. Luckily i've stolen some canisters of tea before that, and now if you wondered before if tea is food or it isn't - it's. Wonder if they were chewing leafs or something. Or that tea in the canisters is maybe already liquid tea. So a great ship to wander around. Possibly together with picking up not nailed down things.

I might sound a bit complimentary as i'm 15k ly away from the Bubble, and what's worse carrier is as well. And being a bit torn between returning and staying for some more. So i dump it here. Also i don't have a recent picture, that one is from the days of outfitting the ship yet, you don't take pictures in the Clipper, you do real things. When Midnight Black paint appeared, Clipper was awarded that color.


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Thanks for the write up, ill add it to the growing list of ships I have with no engineering. Sounds like a fun bounty hunting ship.
 
These things remind me of pistachio's, not sure why. Clypeus Margaritus.
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Yeah, aside from the NX-01 and the Enterprise-E, I don't know of any Starfleet vessel that would feature any kind of analogue steering input devices. Which seemed to be optional in both cases. Starfleet helmspeople need quick fingers, particularly when flying in small craft...
I completely forgot about the random alt joysticks. Apparently the Delta Flyer had them too so now I feel like an even bigger noob.
I''m not at home, at the moment, so the risk of angering me is rather slim.
I ended up at Ballard Survey but had to leave twice for an interstallar at Blanchard Mettalurgic Enterprise to get rid of a fine I don't remember picking up. I forgot to relog too. Really annoying.

I did clear the system of pirates on my way in though. Maybe I hit a made man or something.
The lag on multi-cannons is variable, it is longest for any size when the opportunity for a quick battle winning shot comes up, small isn’t too bad medium take a bit longer but large take an absolute age to get to speed and start firing huge surprisingly until you look are quite a bit quicker than the large this is because they actually aren’t Gatling guns like the others just four non rotating barrels firing in sequence so a lot less prep time.

There is an auto load experimental that gets rid of that lag but it costs you in total ammunition capacity, but that means you can’t have incendiary to hurt shields more or corrosive to make hulls weaker. On my all multi-cannon builds I will have all of those experimentals to both hit the enemy harder and keep them under continuous fire.
Huh. I didn't know that about the gatling thing. Mine are in the large hardpoints.

And are you saying you can apply more than one experimental from different engineers?
 
I ended up at Ballard Survey
My home away from home station.
And are you saying you can apply more than one experimental from different engineers?
Not on the same weapon. But if you have 4 Multicannons, each of them can have their own experimental effect, if that's what you fancy.
Now I'm picturing George Michael and Andrew Ridgley in skin tight denim shorts.
Spicy.
 
No, I want multiple experimentals per module. They'll probably all cancel each other out but it doesn't hurt to try.
Not so much cancel out as completely override. You can visit any engineer you have access to for an experimental on any blueprint they do that you have the module for on their ship.

But as was suggested up thread I was talking different weapons having different experimentals even if they were on the same blueprint. This can cause issues for example my all multicannon FdL has different ammo capacities on pretty much every weapon leading to complicated decisions about when to rearm.
 
Not so much cancel out as completely override. You can visit any engineer you have access to for an experimental on any blueprint they do that you have the module for on their ship.

But as was suggested up thread I was talking different weapons having different experimentals even if they were on the same blueprint. This can cause issues for example my all multicannon FdL has different ammo capacities on pretty much every weapon leading to complicated decisions about when to rearm.
Aaah, I get you. That would certainly give 0threeleven a mathematical headache.
 
I'm playing with an XBox 360 controller. Works quite well most of the time, but sometimes, a few more buttons would be nice...

I did a lot of practicing in the early days, but it always felt more like a chore than some fun activity to me. Probably due to the limitations the PF district brought with it, combined with the limitations of my input method.

Me too! There may be some extra buttons on your keyboard!
 
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Eephaills AA-A H62 at about 2750 LY. 29 April 3310

Tenth was David Tennant.

Yes you are right to be afraid there are a lot* of very good episodes ahead of you and they are just starting to tease us about the latest series starting soon(tm).

*They have been running 1 or more series and specials every year since then pretty much.

My favorite doctor was the guy with the bowtie and fez and fishstick in the pudding


Sure. Quite a lot, to be honest. They're just a little awkward to reach while you have both hands on the controller...

Try it!
 
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