With the rise of subsurface mining (and just in case it will not be nerfed into the ground in short order), I have put together a few possible builds for anyone wanting to get into subsurface mining. Below I give the Coriolis links for both an unengineered and an engineered version of each ship and discuss the pros and cons.
The general build philosophy is:
Asp Explorer: Starting miner
Total cargo: 96 t
Refinery slots: 6
Prospectors: 1
Collectors: 4
Speed/boost speed: 290/394 m/s (engineered: 419/570 m/s)
Unengineered
Engineered
The Asp Explorer is a fast and agile medium ship that can carry a decent amount of cargo. The main drawback relative to the other builds presented here is that it only runs a single prospector (even if we are looking for subsurface deposits, it can be good to be able to prospect two at a time) and only 4 collectors.
Python: The usual suspect
Total cargo: 192 t
Refinery slots: 6
Prospectors: 2
Collectors: 8
Speed/boost speed: 267/348 m/s (engineered: 388/507 m/s)
Unengineered
Engineered
The Python is a very good ship for many purposes, including subsurface mining. A lot of cargo space and 8 collector limpets and a fair amount of speed as well as agility. This should be the baseline ship (although I am biased here).
Imperial Clipper: Fast travel, slow collection
Total cargo: 192 t
Refinery slots: 6
Prospectors: 1
Collectors: 6
Speed/boost speed: 348/441 m/s (engineered: 507/642 m/s)
Unengineered
Engineered
The Imperial Clipper is a very fast medium ship that is really a large ship. It has a higher straight-line speed than the Python, but is less agile. Unfortunately, the optional internal slots are not ideal for subsurface mining as they are almost all even number and we would really like odd sized internals for our limpet controllers. The main drawback compared to the Python is that you only get a single prospector and only 6 collectors, slowing down the collection process significantly. It has the same cargo capacity and refinery as the Python. Some cargo space could be sacrificed for more collection limpets, but would reduce the Clipper to only 128 tons of cargo.
Federal Corvette: Collection king
Total cargo: 384 t
Refinery slots: 10
Prospectors: 2
Collectors: 11
Speed/boost speed: 222/289m/s (engineered: 323/420m/s)
Unengineered
Engineered
Although pretty fast and agile for a large ship, the Federal Corvette is significantly clumsier than the medium ships discussed here. However, this is offset by the fact that it has more cargo capacity, meaning it can stay in the rings for longer, and more collectors, meaning that it can collect the literal heap of fragments that results from subsurface mining. It should be a definite contender, but also requires grinding federal rank. You may want to bring a second subsurface displacement launcher or bring materials to synthesize a reload depending on how proficient you are at the minigame.
Anaconda: Lots of collectors, but slow
Total cargo: 256 t
Refinery slots: 6
Prospectors: 2
Collectors: 13
Speed/boost speed: 209/278 m/s (engineered: 304/405 m/s)
Unengineered
Engineered
A bit slower and less agile and with less cargo than the Corvette, but does not require a rank grind and can support more collector limpets. Still a viable option.
Anaconda: Self sufficient build
Total cargo: 256 t
Refinery slots: 6
Prospectors: 2
Collectors: 11
Speed/boost speed: (engineered: 304/405 m/s)
Unengineered
Engineered
Unengineered + FSD booster
Engineered + FSD booster
This build is based on the build above, but designed to be able to travel swiftly back and forth from the Bubble without relying on any fleet carrier. It sports a fuel scoop, but also comes with fewer collector limpets and a smaller shield than the build above. The unengineered version has a laden jump range of only 21 ly, but the engineered version sports a laden jump range of almost 40 ly. Switching out one collector limpet controller, you can increase the jump range by 10.3 ly or 9.3 ly depending on whether you are willing to part with 3 or 2 collector limpets.
Note! The power priorities of the unengineered version with an FSD booster have been set such that the FSD will turn off when your hardpoints are deployed. This is necessary in order to be able to run with a size 6 powerplant (or you could run without the mining laser). The laden jump ranges of the builds with the FSD boosters are 30 ly and 48.6 ly, respectively.
Imperial Cutter: The big boy
Total cargo: 512 t
Refinery slots: 10
Prospectors: 2
Collectors: 12
Speed/boost speed: 231/370 m/s (engineered: 334/534 m/s)
Unengineered
Engineered
The Cutter was the king of laser mining in Borann. It has a lot of cargo space and can run a bunch of collectors. It's straight line speed is comparable to the Python, but it has notoriously weak lateral thrusters, making it suffer agility wise. The large cargo hold makes it able to stay out for a long time before needing to unload the diamonds. Like the Federal Corvette, the Imperial Cutter requires a rank grind before you can get access to it. Beware of the hardpoint placements! The hardpoints that are most convenient for mining are those close to the front, which includes the large hardpoints. The hardpoints on the nacelles are not very convenient, but can be used instead if you want to fit large offensive weaponry in the large hardpoints. The builds fit two subsurface displacement launchers for ensuring enough ammunition to fill up without synthesizing more ammunition.
Type-9 Heavy: The behemoth
Total cargo: 512 t
Refinery slots: 6
Prospectors: 2
Collectors: 13
Speed/boost speed: 145/222 m/s (engineered: 210/323 m/s)
Unengineered
Engineered
The Type-9 Heavy, commonly referred to as the "T9", is the large hauler/miner alternative to the Cutter for those who cannot stomach the Imperial rank grind. It is by far the slowest and least agile ship on this list. However, it can still be good for casually moving around the asteroid fields and slowly but steadily eat away at the subsurface deposits. With 13 collectors, all fragments will be quickly gobbled up. Not my personal choice, but a perfectly viable option if you prefer the more laid-back approach to mining. The builds fit two subsurface displacement launchers for ensuring enough ammunition to fill up without synthesizing more ammunition.
Edit 2020-06-13 14:15UTC: Corrected error in Python builds as per posts #4 and #8.
Edit 2020-06-13 14:47UTC: Added Cutter and T9 builds.
Edit 2020-06-13 21:17UTC: Tried to fix the engineered Python link.
Edit 2020-06-15 09:19UTC: Minor tweak to the Federal Corvette builds. Switched places of one of the collector limpet controllers and the shield generator, allowing a size 6 shield instead of a size 5 shield while maintaining the same number of collector limpets. Added a sub-surface displacement missile launcher as 96 missiles may not be sufficient to fill up the cargo hold depending on your proficiency at the mini game.
Edit 2020-06-17 07:19UTC: Added self-sufficient Anaconda builds that do not depend on carriers to travel back and forth to the Bubble.
The general build philosophy is:
- All necessary equipment on board: Surface scanner, refinery, prospector, sub-surface displacement missile launcher, cargo racks.
- As many collectors as possible and a bumper shield.
- Additional mining lasers to fill up the cargo hold quickly if only a couple of tons remain to full cargo.
- A reasonable amount of cargo space.
- Maximal speed possible by having the best thrusters.
- Maximal FSD range.
- No fuel scoop. This choice may be evaluated on a personal basis regarding access to carriers and/or other refuel options.
- For the engineered builds, the most important modification is the thruster upgrades.
- Hardpoints not used for mining have been left empty. Feel free to fill them with weapons of choice (whether offensive weapons to fight NPC pirates or core mining equipment).
Asp Explorer: Starting miner
Total cargo: 96 t
Refinery slots: 6
Prospectors: 1
Collectors: 4
Speed/boost speed: 290/394 m/s (engineered: 419/570 m/s)
Unengineered
Engineered
The Asp Explorer is a fast and agile medium ship that can carry a decent amount of cargo. The main drawback relative to the other builds presented here is that it only runs a single prospector (even if we are looking for subsurface deposits, it can be good to be able to prospect two at a time) and only 4 collectors.
Python: The usual suspect
Total cargo: 192 t
Refinery slots: 6
Prospectors: 2
Collectors: 8
Speed/boost speed: 267/348 m/s (engineered: 388/507 m/s)
Unengineered
Engineered
The Python is a very good ship for many purposes, including subsurface mining. A lot of cargo space and 8 collector limpets and a fair amount of speed as well as agility. This should be the baseline ship (although I am biased here).
Imperial Clipper: Fast travel, slow collection
Total cargo: 192 t
Refinery slots: 6
Prospectors: 1
Collectors: 6
Speed/boost speed: 348/441 m/s (engineered: 507/642 m/s)
Unengineered
Engineered
The Imperial Clipper is a very fast medium ship that is really a large ship. It has a higher straight-line speed than the Python, but is less agile. Unfortunately, the optional internal slots are not ideal for subsurface mining as they are almost all even number and we would really like odd sized internals for our limpet controllers. The main drawback compared to the Python is that you only get a single prospector and only 6 collectors, slowing down the collection process significantly. It has the same cargo capacity and refinery as the Python. Some cargo space could be sacrificed for more collection limpets, but would reduce the Clipper to only 128 tons of cargo.
Federal Corvette: Collection king
Total cargo: 384 t
Refinery slots: 10
Prospectors: 2
Collectors: 11
Speed/boost speed: 222/289m/s (engineered: 323/420m/s)
Unengineered
Engineered
Although pretty fast and agile for a large ship, the Federal Corvette is significantly clumsier than the medium ships discussed here. However, this is offset by the fact that it has more cargo capacity, meaning it can stay in the rings for longer, and more collectors, meaning that it can collect the literal heap of fragments that results from subsurface mining. It should be a definite contender, but also requires grinding federal rank. You may want to bring a second subsurface displacement launcher or bring materials to synthesize a reload depending on how proficient you are at the minigame.
Anaconda: Lots of collectors, but slow
Total cargo: 256 t
Refinery slots: 6
Prospectors: 2
Collectors: 13
Speed/boost speed: 209/278 m/s (engineered: 304/405 m/s)
Unengineered
Engineered
A bit slower and less agile and with less cargo than the Corvette, but does not require a rank grind and can support more collector limpets. Still a viable option.
Anaconda: Self sufficient build
Total cargo: 256 t
Refinery slots: 6
Prospectors: 2
Collectors: 11
Speed/boost speed: (engineered: 304/405 m/s)
Unengineered
Engineered
Unengineered + FSD booster
Engineered + FSD booster
This build is based on the build above, but designed to be able to travel swiftly back and forth from the Bubble without relying on any fleet carrier. It sports a fuel scoop, but also comes with fewer collector limpets and a smaller shield than the build above. The unengineered version has a laden jump range of only 21 ly, but the engineered version sports a laden jump range of almost 40 ly. Switching out one collector limpet controller, you can increase the jump range by 10.3 ly or 9.3 ly depending on whether you are willing to part with 3 or 2 collector limpets.
Note! The power priorities of the unengineered version with an FSD booster have been set such that the FSD will turn off when your hardpoints are deployed. This is necessary in order to be able to run with a size 6 powerplant (or you could run without the mining laser). The laden jump ranges of the builds with the FSD boosters are 30 ly and 48.6 ly, respectively.
Imperial Cutter: The big boy
Total cargo: 512 t
Refinery slots: 10
Prospectors: 2
Collectors: 12
Speed/boost speed: 231/370 m/s (engineered: 334/534 m/s)
Unengineered
Engineered
The Cutter was the king of laser mining in Borann. It has a lot of cargo space and can run a bunch of collectors. It's straight line speed is comparable to the Python, but it has notoriously weak lateral thrusters, making it suffer agility wise. The large cargo hold makes it able to stay out for a long time before needing to unload the diamonds. Like the Federal Corvette, the Imperial Cutter requires a rank grind before you can get access to it. Beware of the hardpoint placements! The hardpoints that are most convenient for mining are those close to the front, which includes the large hardpoints. The hardpoints on the nacelles are not very convenient, but can be used instead if you want to fit large offensive weaponry in the large hardpoints. The builds fit two subsurface displacement launchers for ensuring enough ammunition to fill up without synthesizing more ammunition.
Type-9 Heavy: The behemoth
Total cargo: 512 t
Refinery slots: 6
Prospectors: 2
Collectors: 13
Speed/boost speed: 145/222 m/s (engineered: 210/323 m/s)
Unengineered
Engineered
The Type-9 Heavy, commonly referred to as the "T9", is the large hauler/miner alternative to the Cutter for those who cannot stomach the Imperial rank grind. It is by far the slowest and least agile ship on this list. However, it can still be good for casually moving around the asteroid fields and slowly but steadily eat away at the subsurface deposits. With 13 collectors, all fragments will be quickly gobbled up. Not my personal choice, but a perfectly viable option if you prefer the more laid-back approach to mining. The builds fit two subsurface displacement launchers for ensuring enough ammunition to fill up without synthesizing more ammunition.
Edit 2020-06-13 14:15UTC: Corrected error in Python builds as per posts #4 and #8.
Edit 2020-06-13 14:47UTC: Added Cutter and T9 builds.
Edit 2020-06-13 21:17UTC: Tried to fix the engineered Python link.
Edit 2020-06-15 09:19UTC: Minor tweak to the Federal Corvette builds. Switched places of one of the collector limpet controllers and the shield generator, allowing a size 6 shield instead of a size 5 shield while maintaining the same number of collector limpets. Added a sub-surface displacement missile launcher as 96 missiles may not be sufficient to fill up the cargo hold depending on your proficiency at the mini game.
Edit 2020-06-17 07:19UTC: Added self-sufficient Anaconda builds that do not depend on carriers to travel back and forth to the Bubble.
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