Ship Builds & Load Outs Imperial Cutter Imperial Cutter Mining Build

The Build: CNR Bedlington

With the erm, "More Dynamic" markets for commodities now in play having to travel to get the best price is now a thing.
Unfortunately, my old mining Anaconda was geared for a fixed route that didn't need a fuel scoop and having to constantly swap
a scoop for a limpet controller was getting annoying, especially when I'd forget to swap back. Enter the Imperial Cutter
while she has two fewer optional internal slots than the Annie they are better sized and, as a result, she can carry everything
my Anaconda could and still have a fuel scoop.

Mining Kit: Starting with the same 256 tonnes of cargo space as filling this is my sweet spot for mental endurance. She only
uses one class 8 slot instead of the Annie's one class 7 and two class 6 slots. Feeding my cargo rack is the same 3x class 2
mining lasers backed by 12x collector limpets (4x class 5A controllers) and 2x prospector limpets (1x class 3A controller) and a
class 4A refinery (10 bins). The refinery also gives me effectively an extra 10 tonnes of cargo space for my mined commodities.

Defensive Kit: Strong shields are a must, not just because of pirates, griefers and other ne'er-do-wells but, because the Cutter
at speed handles like a 1970's muscle car, on slicks, in the wet. 😼 Shields are provided by an 8A Reinforced High-Capacity
Prismatic generator backed with 4x A rated Heavy Duty Super Cap boosters, 1x A rated Thermal Resist Super Cap booster and
1x A rated Resistance Augmented Super Cap booster. A pair of Reinforced Point Defense Turrets help cover the cargo hatch
and main thrusters.

In mining trim with pips at 1-1-4 this gives me an absolute shield strength of 9,015Mj with effective strengths of 18,510Mj Kinetic,
13,072Mj Thermal and, 22,212Mj Explosive. Going full turtle with pips at 4-2-0 boosts this too 18,375Mj absolute with 37,730Mj Kinetic
26,533Mj Thermal and, 45,276Mj Explosive.

Armor, much like leg day, has not been skipped. Reactive Surface Composite bulkheads Thermal Resist Deep Plating are backed by
a pair of 5D Heavy Duty Deep Plating Hull Reinforcement Packages. Giving her an absolute hull strength of 2,988HP with effective
strength of 4,533HP Kinetic, 4,533HP Thermal and, 4,396HP Explosives.

Offensive Kit: With almost half her hard points taken by Mining Lasers, heavy combat is right out. Still she does have enough fire
power to deal with the occasional NPC pirates that come her way. Two class 2 Efficient Oversized Beam turrets are mounted on the
nacelles giving them excellent coverage and helping to counter the Cutters stodgy maneuvering. While two Class 3 Efficient Oversized
gambled Beams bring the pain when she does come around. And, of course, with upwards of 2,400 tonnes of mass moving at 485m/s,
the Cutter herself makes for a very effective Kinetic weapon.
 
Well, considering that you said that the 256t mining is all you can mentally bear (you should probably try beer instead :insert facepalm emoji here: ), anything that follows is probably mood, not to mention that I am really no expert in mining - just started it again this weekend after buying a FC.

From your heavily shielded and armored build I assume that you want to mine in "Open", so having to keep you alive against some dangerous PvP. Otherwise you can just as well go with an engineered 6A shield generator + your shield boosters - will leave you with slightly less than half your current shield rates, but totally sufficient for PvE pirates while mining in random ring hotspots, likely even in HazRes sites. Definately also sufficient for single interdicting pirates on your way to sell - on the shielding side such a 6A will stand a considerable while some beating from single FedCorvettes/Condas/T-10s, it's just the guns that will be lacking in such a situation.
I don't know whether you usually use that iCutter for other purposes and thus decided to put one mining laser in the huge weapon slot, because whatever you usually have there might not fit the purpose of this build. Otherwise I would think it might make more sense to replace one of the large or another medium slot instead - except maybe for the placement/firing arc of the huge slot...

I had only one collector limpet controller in my build with two 2D mining lasers, which sometimes felt I lack a limpet or two. Based on that experience I would think that one limpet controller (3 limpets) per such medium mining laser might be a better/sufficient setup.

This was my build, with which I went after some Tritium and LTD + core mining: Mixed mining build
Mixed mining, as in I also brought a PWA + Abrasion Blaster + Seismic Charge Launcher for some core mining - that was supposed to be part of my "cure" to excessive laser mining.
As said, I was lacking some active collector limpets, so it makes definately sense to add one more of those.
If I revised that for pure laser mining, I'd obviously remove the AB and SCL, and replace them with maybe two or at least one more mining laser (+ corrosive MC turret in the remaining slot). In that case one more limpet controller might be needed, definately with a 4 ML setup.
So that would end in something like this: Laser mining build
A 4th mining laser brings the distributor to its limit, draining it in 19secs, not sure whether that still makes for efficient mining. So instead some corrosive daca to soften pirate hulls for the main laser guns. And 576t of cargo space - that keeps me busy for a while. 😴
 
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If you have a carrier: Store your mined material in the carrier, which you park at most one jump away from your mining system, then move the carrier to the sell system and transfer in bulk.

If you don't have a carrier: Sell at max carrier price to local carriers. This will mean you do not have to spend time travelling back and forth, which often going to be a net gain in credits per hour.

In both cases you do not need a fuel scoop.
 
From your heavily shielded and armored build I assume that you want to mine in "Open", so having to keep you alive against some dangerous PvP. Otherwise you can just as well go with an engineered 6A shield generator + your shield boosters - will leave you with slightly less than half your current shield rates, but totally sufficient for PvE pirates while mining in random ring hotspots, likely even in HazRes sites. Definately also sufficient for single interdicting pirates on your way to sell - on the shielding side such a 6A will stand a considerable while some beating from single FedCorvettes/Condas/T-10s, it's just the guns that will be lacking in such a situation.
I don't know whether you usually use that iCutter for other purposes and thus decided to put one mining laser in the huge weapon slot, because whatever you usually have there might not fit the purpose of this build. Otherwise I would think it might make more sense to replace one of the large or another medium slot instead - except maybe for the placement/firing arc of the huge slot...

I had only one collector limpet controller in my build with two 2D mining lasers, which sometimes felt I lack a limpet or two.

You're correct. My ship does operate in Open. Along with her sister ship the CNR Leonberger, an IDA support freighter.

As far as collector limpets go, rule of thumb is to have at least 4 limpets for each medium mining laser.
 
If you have a carrier: Store your mined material in the carrier, which you park at most one jump away from your mining system, then move the carrier to the sell system and transfer in bulk.

If you don't have a carrier: Sell at max carrier price to local carriers. This will mean you do not have to spend time travelling back and forth, which often going to be a net gain in credits per hour.

In both cases you do not need a fuel scoop.
I don't have a carrier and don't intend to get one.

The nearest carrier paying for painite is 10 jumps away. So yes, I would need a scoop.
 
I don't have a carrier and don't intend to get one.

The nearest carrier paying for painite is 10 jumps away. So yes, I would need a scoop.
That likely means you are not mining in any of the popular hotspots. The popular hotspots are popular for a reason ($$$).
 
Do you have a station close to your mining site? Pre-Carrier I stashed a Guardian Frame Shift Drive and a Fuel Scoop there and swapped them with collectors before going on a selling tour. A station with a Raw Material Trader works best for Laser Mining.
I do with just 8 Collector Limpets (found a larger Prospector Controller more efficient) and two medium Mining Lasers. With the Imperial Cutter you can almost touch the Asteroid with the nose, keeping travel distances for the limpets at a minimum and eliminating laser falloff. I tend to pause lasering to keep Limpets ahead of fragments drifting away.
 
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I bought my FC JUST for mining lol :p
Is a GREAT help to have your own limpet source at your door, AND a 25k storage space, so you can feed that whale with Painite and when you get a fat stock of 10-15 k you can simply just sail your carrier to the best buyer and make ro-ro trips to get the best price at minimum risk.
 
I bought my FC JUST for mining lol :p
Is a GREAT help to have your own limpet source at your door, AND a 25k storage space, so you can feed that whale with Painite and when you get a fat stock of 10-15 k you can simply just sail your carrier to the best buyer and make ro-ro trips to get the best price at minimum risk.

I'd been looking at fleet carriers. They definitely have benefits and issues that'll hopefully be fixed with future patches.

For me, my commander has a personal rule. No purchase can be more than 1/3 of my total credit pool so, I'll need another 7 billion credits before I get one.

I can probably make that in around two months. Once I get back from taking my Sidewinder to Beagle Point that is.
 
Do you have a station close to your mining site? Pre-Carrier I stashed a Guardian Frame Shift Drive and a Fuel Scoop there and swapped them with collectors before going on a selling tour.
Yeah, I used to do this before I got my carrier. I found nice system with a station 1 jump away and stored the scoop there. When I'd finished mining I'd land at the station, remove a collector, install the scoop, and jump away somewhere to sell the ore.

I put 4 x medium lasers on my Cutter which alone saps the power quickly. I then engineered my Power Distributer for Grade 5 Weapon Focused. Now I can mine the rocks pretty fast without running out of juice. I see you're going for more of a combat + mining build though whereas mine is purely for mining.
 
I mine 520-525 tones of Painite each 2-3 days; Just found a nice, quiet place near bubble, with many double hotspots of Painite; I parked my FC there and when I get 2-3000 Painite I just jump on the system with best price. Usually right near that station, so I can make trips under 2 minutes, fast enough to avoid any potential pirate, and I sell in loads under 250 tones so I get max price; Started with a bit over 6 billions, I use 5 of them to buy a FC and in next week I recovered my credits; Right now I have 3 billions stocked on the carrier bank, 26 ships, 12 000 tones of Tritium stocked, ( I just bought Tritium at 39k, was the equivalent of 3h of Painite mining :p ) AND I still have a fat stock of 3k of Painite, as a reserve.

I never get out without at least 150-200 millions, so I can re-buy my Vette 4-5 times - in case I screw-up, but that is just an extra safety.
And I do the mining with only 2 ships - a Conda if I want 320 tones ( 2h, 2 1/2 hours) or the Cutter if I want 520 or more (some 3 h of mining) ; Another big win is for each "mining trip" you stack a full load, usually, of Iron, Sulfur, etc, 99% grade 1 raw materials, but lots of them, so I can use that to get reloads on my Vette MC.s without the need to go in a station; is a great thing if you like to stay in ResH at will, without being forced to return at station for re-arm,; Usually you get enough raw to even exchange for better grades, since I start using the carrier for mining I never run out of raw materials...

Fact is, a carrier is a big credits printer if used correct, I can say that....
 
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