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Star Citizen 4.9 PTU Ares Ion vs Inferno Guide: Weapon Penetration, Polaris Kills, and Ironclad Changes

Star Citizen 4.9 PTU makes one thing clear: the Ares Inferno just got much scarier, while the Ares Ion lost a lot of its component-killing power. The Drake Ironclad also gets more usable as a cargo platform, but PTU bugs still hold it back.

 

Star Citizen 4.9 PTU Ares Ion vs Inferno Guide: Weapon Penetration, Polaris Kills, and Ironclad Changes



Here is the practical version: what changed, what works, what breaks, and how we should fly these ships now.

 

 

Ares Ion vs Inferno in Star Citizen 4.9 PTU

The big 4.9 change is weapon penetration.

 

That means weapons now behave very differently when trying to hit internal components like:

 

  • Power plants
  • Shield generators
  • Turrets
  • Engines
  • Internal ship systems

 

This is not just a damage-number tweak. It changes how we kill large ships.

 

Ares Weapon Penetration Changes

Ship / WeaponOld PenetrationNew PenetrationResult
Ares Ion / SF7E Laser Cannon10.5 m1.3 m Poor component damage on large ships
Ares Inferno / SF7B Ballistic Gatling7.7 m15.3 m Strong component penetration
Ion Radius0.5 m / 1.0 m0.07 m / 0.07 m Requires near-perfect aim
Inferno Radius0.39 m0.77 m / 0.77 m Much easier to hit internals

 

The takeaway is brutal but simple:

 

  • Ion lost penetration.
  • Inferno gained penetration.
  • Ion opens fights.
  • Inferno finishes components.

 

Ares Ion in 4.9: Still Useful, But Not for Component Sniping

The Ares Ion is no longer reliable for killing internal components on capital ships.

 

In testing against a Polaris, repeated Ion shots into known component areas did almost nothing. The shield generator and power plant still showed 100% health on the engineering terminal.

 

That tells us the new 1.3 m penetration distance and tiny 0.07 m radius are not enough for reliable Polaris component kills.

 

What the Ares Ion Still Does Well

Use CasePerformanceWhy It Matters
Shield stripping Strong Energy cannon still pressures shields well
High-alpha hits Useful Helps reduce armor or deflection threshold
Medium ship fights Decent Thinner hulls make penetration less punishing
Capital ship setup Good Prepares targets for Inferno or missile follow-up
Solo endurance Good No ballistic ammo limit

 

The Ion is not useless. It just changed jobs.

 

Use it to strip shields, soften armor, and prepare the target. Do not expect clean power plant kills on big ships unless the component is shallow or exposed.

 

Ares Inferno in 4.9: The New Component Killer

The Ares Inferno benefits massively from the 4.9 penetration overhaul.

 

Its SF7B ballistic gatling now has:

 

  • 15.3 m penetration distance
  • 0.77 m near radius
  • 0.77 m far radius

 

That makes it far better at punching through hull and reaching internal systems.

 

Against a Polaris, the Inferno could damage and destroy:

 

  • Power plant
  • Shield generator
  • Internal turrets
  • Undeployed turret systems

 

This is the ship's new identity: component destruction.

 

How to Read Hit Markers

Hit MarkerMeaningAction
Single cross Hull or armor hit Adjust aim
Double cross Internal component hit Keep firing
Double cross stops Component destroyed or angle changed Reposition
No damage Threshold too high Use missiles or Ion first

 

If you see a double hit marker, stay on target. That usually means your rounds are reaching the internal component.

 

Polaris Combat Strategy in 4.9 PTU

The Inferno is stronger, but it does not magically delete capital ships.

 

The problem is low alpha damage. The ballistic gatling penetrates well, but it may struggle against heavy armor or high deflection thresholds.

 

That is why the best Polaris kill setup uses both Ares ships.

 

Best Polaris Kill Flow

StepToolGoal
1Ion or missiles Strip shields
2Ion high-alpha fire Lower deflection threshold
3Inferno Kill turrets
4Inferno Hit power plant
5Inferno Disable ship without overkilling hull

 

This worked well in testing.

 

The Ion stripped shields and softened the Polaris.

The Inferno moved in and killed the power plant.

The Polaris was disabled without needing to completely destroy the hull.

 

That matters for boarding, salvage, and future mission objectives.

 

Polaris Survival Rules

Do not fly straight into a Polaris and expect to live.

 

4.9 enemy ballistic fire is nasty.

 

If you see heavy tracer fire from the Polaris, break off. If your hull starts going red across multiple sections, leave immediately.

ProblemCorrect Response
Polaris ballistics filling your screen Break off
Escorts nearby Kill escorts first
Chin gun tracking you Move below or behind the ship
No armor damage Use Ion or missiles first
Double hit marker on power plant Commit and burn it down
Hull turning red Disengage now

 

The best attack angle is usually behind, below, or tucked under the ship, away from major turret arcs.

 

Idris Testing: Inferno Works, But Needs Setup

The Idris test showed the Inferno's limit.

 

At first, the Inferno could not meaningfully damage the Idris. After missile hits reduced resistance, the Inferno started landing component damage. Both power plants were eventually destroyed, disabling the ship.

 

Idris Lessons

ObservationMeaning
Inferno does no damage at first Armor or deflection is too high
Missiles help open the target Threshold matters
Double markers appear Component damage is working
Ammo use is heavy Bring resupply or support
Power plant kill is possible Inferno has real capital-kill value

 

The Inferno can disable an Idris, but it is not efficient alone. Bring missiles, torpedoes, Ion support, or another high-alpha ship.

 

Ares Ion vs Ares Inferno: Best Ship Roles in 4.9

CategoryAres IonAres Inferno
Shields Better Weaker
Alpha damage Better Lower
Component damage Poor on capitals Excellent
Ammo limit None Yes
Capital ship role Setup ship Finisher
Best target Shields, armor, medium ships Power plants, turrets, generators
Main weakness Tiny penetration radius Needs target softened first

 

Which Ares Should You Fly?

Fly the Ion if:

 

  • You want shield pressure
  • You fight medium ships often
  • You prefer no ammo limits
  • You support capital ship attacks

 

Fly the Inferno if:

 

  • You know component locations
  • You want power plant kills
  • You can manage ammo
  • You have support to open heavy targets

 

For capital hunting, the strongest answer is not Ion or Inferno.

 

It is Ion plus Inferno.

 

Drake Ironclad in Star Citizen 4.9 PTU

The Drake Ironclad feels better in 4.9 because flying from the operations bridge is now practical.

 

It gives the ship a proper industrial command feel. Big cargo hauler. Big bridge. Heavy Drake energy. Visibility is not amazing, but it works if you know what you are doing.

 

Ironclad 4.9 Changes and Issues

Feature / Issue4.9 PTU StatusImpact
Operations bridge flight Works More immersive and usable
Flight MFDs in ops Added / working Better pilot control
Command module flight Works Still viable
Command module scanner Buggy Poor target scanning
Quantum fuel Around 5.69 SCU Reduced but manageable
Starfarer refueling Works Good for long trips
Blueprints Not showing Crafting loop unreliable
Fabricator Blank / broken Do not rely on crafting
Power pips Buggy Can break shields, guns, engines

 

The ship is promising. The patch is not clean yet.

 

Flying the Ironclad from Operations

Flying from the operations bridge is surprisingly usable.

 

You get:

 

  • Better ship-command feel
  • Functional flight MFDs
  • Access to utility views
  • Stronger multicrew atmosphere
  • Good results with head tracking

 

The downside is visibility. Some players will hate it.

 

Ironclad Flight Position Comparison

PositionBest ForWeakness
Operations bridge Immersion, cargo command, crew play Limited view
Command module Cleaner forward visibility Scanner issues
Third person Landing and cargo alignment Less immersive
Turret view Checking blind spots Not a real pilot view

 

If you struggle with visibility, use the command module for landing and tight movement. Use operations for cruising and crewed hauling.

 

Ironclad Cargo, Fuel, and Vehicle Use

The Ironclad's best role is still logistics.

 

It can carry a small fighter like an Arrow while leaving useful cargo room. That is a strong setup for Pyro.

 

Practical Ironclad Loadouts

LoadoutUse Case
Arrow + cargo Hauling with self-defense
Ground vehicle + supplies Outpost work
Small fighter + mixed cargo Pyro travel
Empty hold Maximum freight profit
Cargo + crew gear Group operations

 

The Arrow fits well and gives the Ironclad a real backup option. In hostile space, that matters.

 

Quantum Fuel Reality

The Ironclad fuel reduction looks scary on paper, but it is manageable.

 

Fuel dropped to about 5.69 SCU, down from roughly 11 SCU.

ActivityFuel RiskAdvice
Local hauling Low Fine
Pyro travel Medium Check fuel before jumping
Long routes High Plan refuel stops
Fleet ops Low Bring Starfarer support

 

Starfarer refueling works, so fleet logistics can cover the nerf.

 

Ironclad Bugs to Watch in 4.9 PTU

The Ironclad has serious PTU issues.

 

The worst one is power pip behavior. After command module interactions, shields, engines, and weapons may refuse proper power allocation.

 

If that happens, the ship is compromised.

 

Ironclad Bug Checklist

BugWhat HappensFix / Workaround
Power pips broken Power will not stay assigned Store and recall ship
Scanner broken Command module scan fails Use another ship
Blueprints missing Rewards or UI not visible Wait for patch fixes
Fabricator blank No crafting options Avoid crafting plans
Reflections in ops Visual clutter Adjust angle or use third person
Mission markers missing Targets unclear Confirm visually

 

Do not take the Ironclad into serious combat while power pips are unstable.

 

Best 4.9 PTU Ship Roles

ShipBest RoleAvoid
Ares Ion Shield stripping, high-alpha setup Capital component sniping
Ares Inferno Component kills, turret disables Brute-forcing armor alone
Drake Ironclad Cargo, vehicle transport, fleet logistics Frontline combat
Arrow inside Ironclad Escort, scouting, emergency defense Leaving it unused
Starfarer Refueling support Ignoring fuel planning

 

4.9 rewards teams more than solo ego runs.

 

The clean fleet loop is:

 

1. Ion opens shields

2. Missiles reduce resistance

3. Inferno kills components

4. Ironclad carries logistics

5. Starfarer keeps the group moving

 

FAQ

Is the Ares Ion bad in Star Citizen 4.9?

No. The Ares Ion is still useful, but not as a capital ship component killer. Its penetration dropped to 1.3 m, and its radius dropped to 0.07 m, making internal hits unreliable on large ships. Use it for shields and high-alpha setup.

 

Is the Ares Inferno better in 4.9?

Yes. The Ares Inferno is much stronger for component damage. Its ballistic gatling now has 15.3 m penetration and 0.77 m radius, making it excellent against power plants, shield generators, and turrets.

 

Can the Ares Inferno solo a Polaris?

Possible, but risky and inefficient. The Inferno needs the target softened first. Use missiles, Ion fire, or another high-alpha ship to reduce shields and deflection before going for the power plant.

 

Is the Drake Ironclad good in 4.9 PTU?

The Ironclad is strong as a cargo and vehicle platform, especially with operations bridge flight. But it has major PTU bugs, including broken power pips, scanner issues, missing blueprints, and fabricator problems.

 

Did the Ironclad quantum fuel get nerfed?

Yes. The Ironclad appears to have dropped from about 11 SCU to around 5.69 SCU of quantum fuel. It is still manageable, especially with Starfarer refueling, but long routes need planning.

 

Summary

Star Citizen 4.9 PTU shifts the Ares balance hard.

 

The Ares Ion is now a setup ship. It strips shields and helps lower resistance, but its reduced penetration makes capital component kills unreliable.

 

The Ares Inferno is now the real component killer. With 15.3 m ballistic penetration, it can punch into large ships and destroy power plants, shield generators, and turrets once the target is opened.

 

The best capital ship tactic is simple: Ion first, Inferno second.

 

The Drake Ironclad also looks better as a logistics platform. Operations bridge flight works, cargo flexibility is strong, and Starfarer refueling helps offset the quantum fuel nerf. But 4.9 PTU bugs are still serious, especially power pips, scanners, blueprints, and fabricators.

 

For now, fly smart: soften targets, watch hit markers, avoid turret arcs, and treat PTU bugs like part of the battlefield.

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