Ship Builds & Load Outs Ships Critic Please: The Interloper "Adventure-Class Mandalay" Build

I have been piloting the Mandalay since restarting my progress - the upgrade from the Sidewinder - and after unlocking the available Engineers until Frontier fixes Marco, and those that come after him. I found this ship build to be a solid well-rounded ship to serve as my adventure-class ship, in my early start over Elite career. Please critic and offer some feedback on how to round it out without losing the concept.

The Interloper "Adventure-Class Mandalay" Build
 
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I would look to adding a 3c operations limpits controller and a size 4 (corrosion resistant because you can) rack, Instead of all the hull boosts you have on it.

Whether that suits your build idea and usage though...
 
I would look to adding a 3c operations limpits controller and a size 4 (corrosion resistant because you can) rack, Instead of all the hull boosts you have on it.

Whether that suits your build idea and usage though...
I like this suggestion. It would be very useful to have a Limpet collector and cargo rack in the long run. So how about this? Updated "Adventure-class" Mandalay would help cover many bases for the early starting over Elite career. Plus, having a size 3 controller would open the option to slot a multi-role controller for specific missions, if necessary.

I do play with friends in CZ, Res zones which is the reason for hanging onto the hardpoint and designed the ship to have a more defensive setup.

Edited: Fixed the PA engineering (r1 Overcharged, Thermal Spread) which covers the power demand for the ship build. The editor is incorrect versus live in-game stats.
 
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300 Ly range on a tank. That is with zero eco jumps. Sure you need a fuel scoop?
I probably would not need a fuel scoop inside the Bubble. I could exchange it for a 5H guardian FSD Booster and add +10 Ly range to the jump and enhance how quickly I could move around then. Doing this would require changing the PP engineering specs. The nice thing about the fuel scoop is the endless supply of fuel which leads to an infinite amount of jumps available. Plus, you could always synthesis an injection to increase your jump range, as needed to cross gaps.
 
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I have tried this hardpoint setup and piloted into combat before resetting my progress.

The crypto scramblers are fantastic at dropping shields. The downside is the fixed mounting that leans into getting too close to the target in a jousting pass. The Mandalay is susceptible to accidental collisions due to its native m/s speed, or the target decides to collide with you. It is a risk factor to consider since collisions can cause the Mandalay to be blown up nearly instantly, which is the reason for the Military grade armor and two Hull reinforcements.

Multi-cannons have the same downside where you need longer time on target to maximize their damage against the target. I have used two on the topside hardpoints, and they work well but you'll want a better fall off distance than 1.5k; This is where I selected the Cannons since their DPS is comparable with less time on targe requirements.

The underwing hardpoints have blind spots even with gimbal hardpoints due to the proximity to the centerline hull and "box" under belly framing of the ship design. Gimbal weapons are more effective here for firing on target from a distance, but the blind spots become apparent when the target closes in less than 700m and whether the target is off centered when this occurs. After some trials and errors testing different hardpoints, I found the turrets provided a greater field on the firing arc that lessens how those blind spot impact the hardpoints.

The direction for using rapid fire pulse lasers versus the crypto scramblers or leaning heavy into using more kinetic damaging weapons was to have sufficient SDPS that will drop shields quickly without dummying my hardpoint down against the hull since crypto scramblers lose damage potential then. The cannons afford a higher per shot DPS against the hull but serve as a more critical defensive component for constant chaff benefits against the target's gimbal and turret hardpoints. And I can use range to land solid hits and exploiting their fall off distance on their hardpoints to reduce the damage against me.

Rapid fire pulse lasers are simply awesome. You can stand on your firing button without tapping out your PD, and concordance sequence is a solid experimental effect for solo and team play. The phasing compensates for the damage loss while using turrets to land absolute damage on the target's hull while their shields are up or have been recovered in combat since that 10% is calculated on the base damage and not the fall off damage. Also. This may be a bug, but the concordance sequence effect treats you as a team of one, in solo play, and you benefit from the increased shield recharge, whereas, in team, the effect helps your teammates: As I do notice a difference between solo and team play on how this effect operates, and I hope Frontier does not change it. IF, I am wrong, I gladly accept my delusion since gameplay experience has shown my shields gain boosts of regeneration that contributes to the ship's shields holding out longer while being focused on in combat.

This is the lengthy explanation for the reasoning behind the hardpoint and engineer blueprints. It was meant to play aggressive with built-in defensive and team play attributes.
 
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