Does anyone know what the fastest death is ? As I think I have the new record.

My fastest rebuy was probably one of the first times visiting a Titan. Something like 20 seconds from being opened up on to the "You died" screen.

On a flip side, I once nonchalantly one-shotted an enemy commander's shieldless Viper IV in a CZ. With the dual class 4 Overcharged PA-s on my 'Vette. From 1000+ meters. That was hilarious. I honestly didn't think I'll hit him, much less instagib him, but I got an extremely lucky shot.
 
Hi yes I was the only ship in the instance. hmmm perhaps balancing is borked when it's just a single player.
Its not balancing issue, but rather not only bad bulid issue, and kind of skill issue as well.

I was just starting the fight and no one else was shooting at me, I was on a Clippers ass had him down to about 20% hull, and then I was gone.
To the best of my knowledge I had shields at 100% with 1 pip as they were full, 1 pip in Engines as I had a full bar as just starting the attack run so was ready to boost if needed, and the rest were dumped in to Weapons reading to strafe.
With shields like that, you want atleast 3 pips on SYS all the time.. Bad pip managment confirmed.

Then in under a few seconds I had to rebuy which is why I was puzzelled to say the least. I'm in the top 25% for the current CG so I do know how to fight and manage speed and power.
Being in top 25%, does not make one, a good combat pilot, and given bulid used, and fact you died to npcs, its more like you Dont know how to fight. Cutter is difficult to use in combat, properly. Harsh I might be, but thats how it is.

My Fat Ass Dirty Cutter is spec'd at:
6C Bi-Weave Shield Generator Thermal resistant Fast Charge
5D Hull Reinforcement Package Thermal resistant Reflective Plating

8A Power Plant Overcharged Thermal Spread
8A Thrusters Dirty Drag Drives
7A Frame Shift Drive (SCO) Increased range
7A Power Distributor Weapon focused Cluster Capacitors
7A Sensors Lightweight
1I Lightweight Alloy Lightweight Deep Plating

0A Shield Booster Heavy duty Force Block
0A Shield Booster Heavy duty
0A Shield Booster Heavy duty Super Capacitors
0A Shield Booster Heavy duty Super Capacitors
0A Shield Booster Thermal resistant Thermo Block

4A Pulse Laser [Gimballed] Long range Oversized
3C Multi-cannon [Gimballed] Efficient Thermal Shock
3C Multi-cannon [Gimballed] Efficient Multi-servos
2F Pulse Laser [Gimballed] Long range Scramble Spectrum
2F Pulse Laser [Gimballed] Long range Oversized
2F Multi-cannon [Gimballed] Long range Incendiary Rounds
2F Multi-cannon [Gimballed] Long range Auto Loader

And Cargo Racks :)

So she is big, heavy and capable enough in a fight, but am I missing anything or have anything set up incorrectly for the current simulation build ?.
Yes, among many mistakes when comes to used engineering mods, cargo racks are biggest no-no, in combat you dont need any of it.
Put HRPs instead(every single rack out, put HRP), and use cargo racks only when hauling, not when fighting!


So my guess was right. This isnt combat bulid, its hauler.
About 1,2k hull, with negative resists, would go as fast as it did went down in that CZ.
Lightweight on lightweight at main armour is pita too. :ROFLMAO:
Shields arent good too, l can already tell it has bad resists and not even 1k. Even 4 SYS would not held long, at 1 pip, its as if there is no shield at all.
Cutter have very large hitbox and cant really evade at all, so neglecting shield and hull defences, its big nope.


Bulid like that, may repel an interdicting unengieered npc, but its very far from being optimal to use in High CZ, where npcs are bulid diffrently, and they are partially engineered, while Spec ops even more engineered.

Good advice, dont use that bulid in open ever. Just... dont.


Shield Strength 833
Regen 3.7/s | 9.3
Resists +23.8 +48.4 +45.9
Integrity 1152.8
Armour 70
Armour Resists -12.2 +39.0 -30.9

That's as much info as I can see on the screen.
Its not gud. Its very bad actually. I can clearly see why you died in 10 sec once shields go down.

If you want good biweave bulid, for CZ, where you wont die even if ganked by entirety of CZ, let me know.
 
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There it is, an immortal cutter for PVE CZ. Almost immune to thermal dmg, to the point, where it can be left AFK, where whole CZ ganks at once, go make tea, and when come back after 10 mins, it still would be alive. :)
(link bellow)
Bulid

Use any weapon loadout as desired. I left it empty, as it does not matter what is used (at PVE), as with those numbers on defences, even bad and any weapon loadout will work.

Hull: 6190 intergrity / 85% thermal / 59% kinetic / 55% explosive
Shields: 3426 MJ / 61% thermal / 54% kinetic / 68% explosive

This bulid, its atleast 50x times more durable, than one wich died in 10 sec. Shields are quite decent, and even if those go down, this cutter dont care about that.
You can thank me later.
 
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I once got exploded a couple of seconds after undocking, after somebody left a bunch of prox-mines floating around inside the station.

Not sure if FDev have done something to prevent it, or if griefers just don't make the effort to do stuff like this any more, but I haven't seen this for a couple of years, now.
 
For the record, I've had my PvE 'vette targetted by all 4 spec ops ships at once during a CZ.

When you blown through 5 6A engineered shield cells, 4400 mj of shielding, and lost 70% of the hull (armored to 6000+) you begin to consider that the spec ops guys are pretty serious.

Which leads to the spec ops tactic..... leave them alone until they are well seperated, then pick 'em off one at a time.

Bill

'Or go full on Brave Sir Robin'

Is that old trick about starting with the highest Spec ops number ("gamma") and work your way down to Alpha to have them not gang up on you still working? Asking for a friend.
That was the method of choice when I was doing CZs a while back.

I am not sure this time around as I wasn’t paying proper attention and ended up attacking the Python mk1 of the Alpha, fortunately the Spec Ops arrived after our sides capital ship and I think got involved with that, I was busy finishing off a runner so it was a while before I made my mistake.
I ended up taking out the wing in alphabetical order and not getting swarmed but I had several fights between each Spec Ops fight.
 
Thanks for the advice, like I said I'm the drop in guy plays for a few weeks and then a new project comes up and I have to leave. I never know half of the new changes that have been made since 2019 when I used to religiously read every update, and back then this build was hauling plus a little kick ass when needed and speedy for when hit the fan. Now I know I should have used my combat Python for the CG, lesson learned.

Really looking forward to the next CG.

Thanks for all the help.
 
Thanks for the advice, like I said I'm the drop in guy plays for a few weeks and then a new project comes up and I have to leave. I never know half of the new changes that have been made since 2019 when I used to religiously read every update, and back then this build was hauling plus a little kick ass when needed and speedy for when hit the fan. Now I know I should have used my combat Python for the CG, lesson learned.

Really looking forward to the next CG.

Thanks for all the help.
If you use spec I gave for cutter, you wont ever die in PVE, ever again. Its also unlikely to be killed by average ganker or gankers, unless stay too long. Bulid is quite the tanky, but it still has some weaknesses, wich PVP players will abuse against such bulid, but in PVE, there is literally no danger for it.

You can even tank station defences(both inside and outside) for a bit, enough to fly enough of distance away from it, or try fight ATR, wich will kill shields rather quick (like station defences would did), but they will still stuggle with hull.

Just make sure to set everything exacly as its in link, wich include power priorities. Any weapons should have setting "3" on priorites, btw.

You can use same weapon loadout as before. All that diffrence mostly comes from fact that every single cargo rack was removed, and diffrent armour with diffrent mod on it.
 
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There it is, an immortal cutter for PVE CZ. Almost immune to thermal dmg, to the point, where it can be left AFK, where whole CZ ganks at once, go make tea, and when come back after 10 mins, it still would be alive. :)
(link bellow)
Bulid

Use any weapon loadout as desired. I left it empty, as it does not matter what is used (at PVE), as with those numbers on defences, even bad and any weapon loadout will work.

Hull: 6190 intergrity / 85% thermal / 59% kinetic / 55% explosive
Shields: 3426 MJ / 61% thermal / 54% kinetic / 68% explosive

This bulid, its atleast 50x times more durable, than one wich died in 10 sec. Shields are quite decent, and even if those go down, this cutter dont care about that.
You can thank me later.
Reminds me of when I once used my trade Cutter in a CG with a class 8 reinforced prismatic and 8 SBs (and 256 Tons of cargo only :)). A Ganker tried to shoot me with rails and Multis and I stopped, plotted the course and lazily accelerated and jumped with 90% shields or so :LOL:

Inefficient for sure, but it felt good.
(and reverb torps would've ruined my day, but I haven't seen those in ages...)
 
Reminds me of when I once used my trade Cutter in a CG with a class 8 reinforced prismatic and 8 SBs (and 256 Tons of cargo only :)). A Ganker tried to shoot me with rails and Multis and I stopped, plotted the course and lazily accelerated and jumped with 90% shields or so :LOL:

Inefficient for sure, but it felt good.
Yeah, Ive seen cutters like that firsthand, but they are miniority out there, and most hauler cutters are not that really well optimized for gank survivality ;)

Just size 8 shield and 8 PD with good resists and few thousands of MJ's (and 4 SYS pips), are enough to do that with cutter, as single ganker, unless using certain PA or frag bulids, is not going to kill such shields, in less than quite few mins. But again, some cmdrs just go for cargo capacity, and they often makin some mistakes, when attacked, so they go down.
^
From perspective of ganker, if seeing potential target cutter with 8 SB's, just from lookin at loadout (before interdiction), ganker has no other way to check what size shield is... other than attack it... as they can be either size 8 or 6, where's size 8 users is likely to survive, but size 6 is significantly weaker, and those are easier to take down.


(and reverb torps would've ruined my day, but I haven't seen those in ages...)
Yeah, torps are rare, because they work only sometimes, and mostly against those, who dont know about it or not expect it.
If torps are launched, and target is aware of it, its very likely for those torps to not reach thier target, even is target is T9. Thats how slow they are.

Basically torps users "give up" as when they try it, for few times it might work for them, but then they fail like 97% time, its when those cmdrs would re-consider thier loadout choices and use something else instead. That is if they use it at 1v1's.

Of course things are diffrent if there is wing of gankers, and one of them using silent running torp/mines ambush bulid, wich havent been seen by target yet, those have much higher success rate, even against experienced cmdrs, as sometimes when single ship (big ship) is attacked by full wing, there is not always possible to "check" everyone's loadout, or keep check what every attacker is doing and where they are.
 
Hi yes I was the only ship in the instance. hmmm perhaps balancing is borked when it's just a single player.

I was just starting the fight and no one else was shooting at me, I was on a Clippers ass had him down to about 20% hull, and then I was gone.
To the best of my knowledge I had shields at 100% with 1 pip as they were full, 1 pip in Engines as I had a full bar as just starting the attack run so was ready to boost if needed, and the rest were dumped in to Weapons reading to strafe.
Then in under a few seconds I had to rebuy which is why I was puzzelled to say the least. I'm in the top 25% for the current CG so I do know how to fight and manage speed and power.

My Fat Ass Dirty Cutter is spec'd at:
6C Bi-Weave Shield Generator Thermal resistant Fast Charge
5D Hull Reinforcement Package Thermal resistant Reflective Plating

8A Power Plant Overcharged Thermal Spread
8A Thrusters Dirty Drag Drives
7A Frame Shift Drive (SCO) Increased range
7A Power Distributor Weapon focused Cluster Capacitors
7A Sensors Lightweight
1I Lightweight Alloy Lightweight Deep Plating

0A Shield Booster Heavy duty Force Block
0A Shield Booster Heavy duty
0A Shield Booster Heavy duty Super Capacitors
0A Shield Booster Heavy duty Super Capacitors
0A Shield Booster Thermal resistant Thermo Block

4A Pulse Laser [Gimballed] Long range Oversized
3C Multi-cannon [Gimballed] Efficient Thermal Shock
3C Multi-cannon [Gimballed] Efficient Multi-servos
2F Pulse Laser [Gimballed] Long range Scramble Spectrum
2F Pulse Laser [Gimballed] Long range Oversized
2F Multi-cannon [Gimballed] Long range Incendiary Rounds
2F Multi-cannon [Gimballed] Long range Auto Loader

And Cargo Racks :)

So she is big, heavy and capable enough in a fight, but am I missing anything or have anything set up incorrectly for the current simulation build ?.

Thanks
Mystery solved. It happens occasionally that you are the first friendly ship in an instance, sometimes by as much as a minute, the other ships do eventually spawn in, in my experience. In a cutter you had the speed to get away. If you ask FD for a refund I'm sure you will get one. I didn't read any other posts after this one, just in case this has already been said. o7
 
Yeah, torps are rare, because they work only sometimes, and mostly against those, who dont know about it or not expect it.
If torps are launched, and target is aware of it, its very likely for those torps to not reach thier target, even is target is T9. Thats how slow they are.

Basically torps users "give up" as when they try it, for few times it might work for them, but then they fail like 97% time, its when those cmdrs would re-consider thier loadout choices and use something else instead. That is if they use it at 1v1's.

I have a 900m/sec Viper with 2x packhound launchers and 2x torpedo launchers.
The packhounds do a fairly good job of distracting PDTs and, if I can cause enough confusion, I can get the torp's away unnoticed.
No chance of inflicting real damage on a half-decent combat build but, in CGs, I can make gankers go away and think about their life choices until their shields regenerate. :p
 
I have a 900m/sec Viper with 2x packhound launchers and 2x torpedo launchers.
The packhounds do a fairly good job of distracting PDTs and, if I can cause enough confusion, I can get the torp's away unnoticed.
Thats one of many reasons, why I always told my "students" to "always check target loadout" so they can expect gimmicks like that.
No chance of inflicting real damage on a half-decent combat build but, in CGs, I can make gankers go away and think about their life choices until their shields regenerate. :p
Not all gankers fly shield tanks, hulltank meta kinda made comeback with corsair and C5, in PVP, and it feels like more and more PVP'ers and gankers shift towards it.
Besides, something tells me, that this viper, is more often doing interdict & run to only annoy some gankers, with only occasional combat usage with those torps and packs against such. :cool:
 
Not all gankers fly shield tanks, hulltank meta kinda made comeback with corsair and C5, in PVP, and it feels like more and more PVP'ers and gankers shift towards it.
Besides, something tells me, that this viper, is more often doing interdict & run to only annoy some gankers, with only occasional combat usage with those torps and packs against such. :cool:

I try to keep my targets occupied for as long as possible.

I do also have a pair of torp' launchers modded with mass-lock munitions and a pair of missile launchers with drag munitions.
I'll pick whatever's likely to be most effective based on what I see flying around in-system. ;)
 
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