Hauling Cutter build against gankers?

Swapping to an armored PP throws away the cold build concept, requiring heat sinks for the SRB. But of course you can now have weapons, along with A-rated thrusters and distributor. IMO a more traditional build.

Edit: A-rated thrusters and distributor is likely preferable if you are desiring to engage gankers. I would think you would want (a) better ship handling and (b) an ability to run away after your big alpha strike. Or when things go bad.
Yup, I would need the extra maneuverability from the A thrusters. I will definitely go for this if I add weapons.
 

You really do not want your shield drop down. Especially not when there is more as one attacker. You can trade smaller cargo block for extra module/hull. Fuel scoop do not make much sense with maxed FSD + booster, if that is needed, FC loading could be much more time effective variant.
 

You really do not want your shield drop down. Especially not when there is more as one attacker. You can trade smaller cargo block for extra module/hull. Fuel scoop do not make much sense with maxed FSD + booster, if that is needed, FC loading could be much more time effective variant.
Yup, I did swap the fuel scoop for an extra 64T cargo rack at the current CG.

My shield did drop after the 4th interdiction from a wing of frag Pythons (not sure if they were using Pacifier's or Shard's). Ended up limping to the station at the nearby system with 30% hull left.
Good, I wanted to test how good my hull would fare...until you know, you don't know, eh eh!
:'-P
 
I actually thought about this.
My current build goes 266 m/s top speed & 439 boost (laden).
With 8A thrusters, I would need to change my power plant to armored. Add to that a 7A distro. Resulting in 304 & 513 m/s.

You sure about that?

My own Cutter Runs 8D thrusters because, as I was originally surprised to discover, spending an extra Cr150M on 8A's bought me exactly 24m/s cruise and 36m/s boost (299/479 vs 323/516).... on a ship that doesn't really need to get anywhere especially fast.
Seems like your Cutter would have to be almost 600t heavier than mine to be that slow... and I'm not sure how, or why, you'd end up with a cargo hauler that heavy without significantly reducing it's cargo hauling ability.
 
You sure about that?

My own Cutter Runs 8D thrusters because, as I was originally surprised to discover, spending an extra Cr150M on 8A's bought me exactly 24m/s cruise and 36m/s boost (299/479 vs 323/516).... on a ship that doesn't really need to get anywhere especially fast.
The big difference is the engineering on the thrusters.

OP's EDSY original build and remove ALL utility and optional modules except the two 64t cargo racks
speed = 270, boost = 431

Changing the OP's 8D thrusters from Clean to Dirty (with Drag Drive):
speed = 294, boost = 470

Edit: A-rate and Engineer Thruster & Distributor:
speed = 309, boost = 495

Edit: Change Ship Hull from Mirrored to Reactive Surface Composite, Heavy Duty, Deep Plating:
speed = 309, boost = 495
 
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EDIT: the title of the thread may be confusing...it should have been:

How to make encounters with gankers fun when you fly a Cutter?

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Hi Commanders,

I have been successful getting away from most gankers with my current Cutter build, which consists of enabling my SCB when I enter the destination system (which disables some modules, allowing me to keep an ultra cold temperature), and tanking fire from gankers (4 pips to SYS) while charging FSD to get back to supercruise.
Also have a system preselected so that I can high wake if one of them flies a Cutter and I am Mass locked, or after I have exhausted my SCB's before I reach the station (after multiple interdictions).

Planning to add an FSD V1 SCO for faster boot, since I once met a wing that fired FSD disrupting missiles at me, and I could have used a faster FSD boot time.

Now... I'd love to fire back something at them to make things merrier (there is not so much fun simply running away...) but not sure what could be remotely efficient?
Lots of drag missiles with a few reverberating cascade topedos in the mix, while doing reversely maneuver? Mines?
I would of course not be in position to have a reql fight with time unless I sacrifice my class 8 slots for decent shield and SCB's.
Just wondering what could delay them, or make them turn back?
As far as the build goes I would:
- go for reactive surface composite hull with heavy duty
- prismatic shield of possible (and ditch the SCB as you should probably be jumping out before you get to using it)
- ditch the second therm resist booster and put another heavy duty/super cap one instead
- fit gimballed frags with OC/screening on all hardpoints (problem with missiles is that you may neve get a lock)

If the gankers are in a wing just high wake out.
If it's a pirate who takes the trouble to hail you first, please stop and parlay: you're in a cutter with decent protection so you can spare a few minutes, and we get a bit lonely out there in the void.
As a guide: very few pirates use FDLs or P2 or Mambas, more likely Krait MKII, Clipper, Cobra (III or V), Viper MKIV.

Have fun out there cmdr!
 
You sure about that?

My own Cutter Runs 8D thrusters because, as I was originally surprised to discover, spending an extra Cr150M on 8A's bought me exactly 24m/s cruise and 36m/s boost (299/479 vs 323/516).... on a ship that doesn't really need to get anywhere especially fast.
Seems like your Cutter would have to be almost 600t heavier than mine to be that slow... and I'm not sure how, or why, you'd end up with a cargo hauler that heavy without significantly reducing it's cargo hauling ability.
For a while I used unengineered D-rated thrusters for that "big ship" feeling. :)
 
How cold?
Screenshot_2025-02-24_14_31_40.png
 
The big difference is the engineering on the thrusters.

OP's EDSY original build and remove ALL utility and optional modules except the two 64t cargo racks
speed = 270, boost = 431

Changing the OP's 8D thrusters from Clean to Dirty (with Drag Drive):
speed = 294, boost = 470

Edit: A-rate and Engineer Thruster & Distributor:
speed = 309, boost = 495
Yup.

My current build:

Screenshot_2025-02-24_14_33_37.png


Updated build:

Screenshot_2025-02-24_14_35_42.png
 
Just go for a big shield, watch out for phasing, grom bombs, and reverb - be ready to high wake...
Everything else is personal preference (and a bit of practice!) o7
 
As far as the build goes I would:
- go for reactive surface composite hull with heavy duty
- prismatic shield of possible (and ditch the SCB as you should probably be jumping out before you get to using it)
- ditch the second therm resist booster and put another heavy duty/super cap one instead
- fit gimballed frags with OC/screening on all hardpoints (problem with missiles is that you may neve get a lock)

If the gankers are in a wing just high wake out.
If it's a pirate who takes the trouble to hail you first, please stop and parlay: you're in a cutter with decent protection so you can spare a few minutes, and we get a bit lonely out there in the void.
As a guide: very few pirates use FDLs or P2 or Mambas, more likely Krait MKII, Clipper, Cobra (III or V), Viper MKIV.

Have fun out there cmdr!
Yup, I have just defected from Archon to the Princess...about to build a mining Corvette once I am done with the initial assignments ;)

The SCB's are because I try to high-wake only if absolutely necessary. otherwise, I just go back to supercruise, getting closer and closer to the destination (it works, unless I overshoot the destination during the interdiction).
I did handle pretty well a wing of frag Pythons (didn't I already mention that, like in my original post? ;)

"If it's a pirate who takes the trouble to hail you first, please stop and parlay"
Oh, how I dream to meet those (I even have a text macro asking if they are here for the cargo or for the kill)...sadly the Kumo Crew if not what it used to be anymore...
 
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Just go for a big shield, watch out for phasing, grom bombs, and reverb - be ready to high wake...
Everything else is personal preference (and a bit of practice!) o7
Phasing is overrated. Only 10% of the damage goes through the shield and does not target modules.
In case you missed it from my original post:

Screenshot_2025-02-24_14_42_34.png


And now, I should check what are these Grom bombs...I am well aware of FSD disruptor missiles (and my new FSD V1 SCO should alleviate the issue).
 
If you upgrade your armor to reactive composite, engineered heavy w/ deep plating you won't lose speed or jump range.

Then change one HRP to Heavy Duty & Deep Plating and the other to Thermal Resist & Deep Plating. It will balance out your hull resistances. This will cost credits and engineereing mats, but who cares? If you are gonna use the ship lots, might as well finish it off nice. And give it a decent paint job while you are at it.:)


Or even better, make both your HRP Heavy Duty & Deep Plating and replace your size 3 MRP with an HRP engineered Thermal Resist & Heavy Duty. This is better.
 
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If you upgrade your armor to reactive composite, engineered heavy w/ deep plating you won't lose speed or jump range.

Then change one HRP to Heavy Duty & Deep Plating and the other to Thermal Resist & Deep Plating. It will balance out your hull resistances. This will cost credits and engineereing mats, but who cares? If you are gonna use the ship lots, might as well finish it off nice. And give it a decent paint job while you are at it.:)


Or even better, make both your HRP Heavy Duty & Deep Plating and replace your size 3 MRP with an HRP engineered Thermal Resist & Heavy Duty. This is better.
My current build:

Screenshot_2025-02-24_15_02_02.png


With your suggested modifications:

Screenshot_2025-02-24_15_03_28.png


=> 6T heavier (how cares)
=> +250 hull strength against absolute damage (Plasma)
=> -300 against kinetic, -700 against thermal (so, worse against rails or frags!)
=> Much better against missiles...
 
For a while I used unengineered D-rated thrusters for that "big ship" feeling. :)

This is something that probably only real fans of the AspX will understand but it's really weird when you buy your second one.

You buy your first one and it just is what it is.... basically a bit "meh!"
You gradually engineer it (including the thrusters) and, unfortunately, you get used to the way it flies.
Then you buy another one, fly it back to your home station to start the build and.... crash-land on the pad, slide across the deck and end up buried nose-deep in the nearest building.

I swear, after 10 years playing ED, I don't think I've found another ship with a bigger difference between engineered and un-engineered thrusters.
There should be some kind of law banning people from flying AspX's with un-engineered thrusters.
It's a deathtrap!

Also, back in the days before FCs, I used to hangar all my exploration ships in a system right on the edge of the bubble, to minimise the likelihood of explodey encounters.
I spent about 6 months flying a T10 with 6D thrusters to Beagle Point and then back home down the right-hand side of the galaxy.
Got back, parked my T10 and realised I'd used my 900m/s Viper as a taxi to get to my exploration base.
After 6 months flying a T10 with 6D thrusters, climbing into a Viper with DD5 EPTs was quite the change of pace!
 
I love your profile picture!
Can we ask FDev to synchronize it with these ugly in-game Holo-me avatar? ANd see the picture of the commander when targeting a ship?
I would right away ask you to please interdict me! :)
I have just accepted your friend request...oh my, what have I done to myself! :)
PS: you may be seeing me now playing solo for a little while...just heading to brain tree farming to refill on mats (no need to meet other commanders and fight over the same patch...)
 
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