What weapons for a T9?

I'm in the process of "auditing" my fleet of ships and I'm wondering about what weapons to throw on my T9 cargo ships.

They just get/got used for CGs and for low-risk mission-running.
If I'm doing anything especially dodgy I use my Cutter instead.
I've got no intention of making a serious attempt to try and fight anybody (NPC or human) in them, so I just want something to keep another ship occupied while I dial-up a system to high-wake to.

I was thinking about, perhaps, C1 torpedoes and then C2 homing missiles or packhounds or, perhaps, turreted frags - just something that's going to cause a bit of mayhem to cover my retreat.

It's kind of a shame you can't spool-up your FSD with hardpoints deployed.
Ideally, it would have been nice to have something that'd keep attackers off my tail while my FSD was charging.

Maybe mines would help?

Here's what the rest of the ship looks like: https://s.orbis.zone/3czr
Currently a 6D PDist installed but I can change that if more power-hungry weapons require something better.

Anyway, anybody got any suggestions?
 
The best weapon for a T-9? Shields. 😅

More seriously though, I have a couple of mine launchers on mine but they do seem to make for a very minor annoyance for just about any NPC...I even properly squished a bunch of them back in the days, but since the game started to send dangerous or deadly Annies or FDLs on my tail mine launchers became as effective as a water gun. Not mentioning frontal weapons, totally useless with the turning speed of the poor thing.

Upgrading to a honest 7A shield and a bunch of boosters did a lot more to increase my survivability rate.
 
The best weapon for a T-9? Shields. 😅

More seriously though, I have a couple of mine launchers on mine but they do seem to make for a very minor annoyance for just about any NPC...I even properly squished a bunch of them back in the days, but since the game started to send dangerous or deadly Annies or FDLs on my tail mine launchers became as effective as a water gun. Not mentioning frontal weapons, totally useless with the turning speed of the poor thing.

Upgrading to a honest 7A shield and a bunch of boosters did a lot more to increase my survivability rate.

Uhuh,

I do have some 7A prismatics lying around which could go on, I suppose.

I do rather like the idea of fitting C1 torpedoes and then C2 missiles/mines/turreted frags but I guess that's only going to work properly if the attacker doesn't have a PDT.

I might bung some mine-launchers on one, stick some gold in my cargo-hold and then go and cruise around in an anarchy to see how it turns out. :unsure:
 
I don't even bother with weapons on my T-9's anymore. I tried torpedoes for a while, and while I didn't care for them, I can't say for certain the problem wasn't me rather than the torps. Mines are not at all reliable, sometimes you can catch an NPC with the first salvo and kill their engines for a little breathing room, but after that they tend to avoid them rather well. I had some success vs. npcs with a missile load out, but ultimately I came to the conclusion time wasted attacking pirates just meant lower shields on a long regen (build similar to yours), and an increased likelihood of the next interdiction (should it happen) turning into an actual risk.

Edit: Just thought about what I typed above, and am thinking I don't like the mindset I was in when I decided it was best just not to arm my T-9's. I must've been caught up in stupid efficiency type of thought at the time, forsaking enjoyment of giving the old pig of a ship some (tiny) teeth to fight back with in favor of getting from point A to point B the easiest.
 
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I don't even bother with weapons on my T-9's anymore. I tried torpedoes for a while, and while I didn't care for them, I can't say for certain the problem wasn't me rather than the torps. Mines are not at all reliable, sometimes you can catch an NPC with the first salvo and kill their engines for a little breathing room, but after that they tend to avoid them rather well. I had some success vs. npcs with a missile load out, but ultimately I came to the conclusion time wasted attacking pirates just meant lower shields on a long regen (build similar to yours), and an increased likelihood of the next interdiction (should it happen) turning into an actual risk.

Yep.

What I usually do, upon being interdicted in a T9, is turn to face the attacker, unload with whatever I've got, boost past them and then dial-up a high-wake system.

Thing with the T9 is that you're almost totally defensive so any time you spend engaging an attacker is just extra time for them to press their advantage.

Of course, at this point I find myself thinking that 777Driver is going to show up and explain how a T9 can take on a wing of Elite FdLs using a C1 pulse laser, a length of wet string and a lettuce.
Alas, I can't manage that so I'll settle for doing whatever is likely to buy me any small time-advantage to get the FSD spooled-up so I can leg it.

I wonder if a combination of packhounds and tordedoes would work?
Fire off a volley of packhounds, fire off 2 torp's and then (hopefully) while any PDTs are shooting at the packhounds one of the torp's would score a hit.
Then just launch as many more packhounds as you can before you pass the target and hope for the best.
 
Of course, at this point I find myself thinking that 777Driver is going to show up and explain how a T9 can take on a wing of Elite FdLs using a C1 pulse laser, a length of wet string and a lettuce.
Heh, that's what made me try Torpedoes back when I did. I don't doubt he has success with them, but I certainly didn't. I'd blow my load and shields would still be up, or if they did drop, I'd run out of ammo before making a dent in the hull.

I didn't give mines much of a go, and while they were hit or miss, when they did hit (with engine killing special) they certainly created breathing room.
 
I gave up putting weapons on a T9.
The dps is just not enough to kill bigger ships and it's too sluggish to kill smaller ships.
(I mean you can do all that in a T9, I just doesn't enjoy it.)
I tried turrets - not enough dps
I tried reverb mines - I shot out my own shields :ROFLMAO:
I didn't try torpedos or frags though.

When I use a T9 (I prefer the Cutter for Cargo missions to kill those Condas), I just classically submit, highwake and be done with it.
Or win the interdiction when against NPCs.
 
...I prefer the Cutter for Cargo missions to kill those Condas...

I guess that's the glaringly obvious answer.

Originally, I bought a T9 for mining and the Cutter was my cargo ship.
Then the T10 became my mining ship so the T9 was redundant.
Then we got a heap of CGs (AX related) every week and I bought another T9, converted them both into cargo ships, deployed one to each CG and moved between them in a taxi.

Now, I suppose, I could just flog the T9s and buy another Cutter instead.
I mean, I could just buy another Cutter, anyway, but if I keep the T9s I'll keep feeling like I need to get them working properly.

I guess they're now on notice.
I'll keep using them for the moment but the next time they get me into trouble they're heading for that big scrapyard in the sky.
 
Last time I checked cows don't have weapons...
I'd also go for lots of defence and wouldn't bother about weapons. NPC interdiction can be avoided, even with a T9, and if a player attacks you I am almost 100% sure you're toast anyway sitting in a T9 trying to fight rather than run.
 
Type 10 with turrets is my favourite combat ship at the moment. I changed ship :) Its really fun to just focus on the flying and have things explode anyway.. probably training wheels for real combat :)

I think big ships like the T10 should be more dependent on turrets. That thing is a monster and should not behave like a fighter.
I would like FDev to implement special turret hardpoints on big ships that can only fit turrets.
And there should be special turrets, that perhaps have a little bit more damage output, that only fit in these special hardpoints.
This way big cumbersome vessels would behave less like fighters.
 
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Put three beam laser turrets and a pair of corrosive MCs on mine along with a 7A shield and hardened hull. May not be enough to kill elite Anacondas but sure will last long enough to either get help from system security or go someplace else. Ankylocowrus.
 
I tried mines on a t9 for a while trading and doing fetch missions. It was a laugh but actually taking time to deploy hard points is just a waste of time, plus if you kill something behind you while running away or during spin up, you might get a bounty.
Personally i like to save the weight and leave the hard points empty, might add a little to the boost or jump range.
 
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