This game in general BEGS for more reliable turrets and especially effective missiles and explosives. If we had both of that right now maybe the entire perception of combat capabilities of the cutter would've been different. Now that people perceive that having top agility and maxed out shields is the ONLY way to do combat, it is what they use to lay their judgements on the ships frontier releases and sadly will remain so until frontier pulls it together and and makes it so even low pitch rate ships like the cutter can be effective in combat.
Just imagine what it would been like if you had access to turrets you can rely on the cutter and missiles which can be used to lay down burst damage. Also point defense turrets should be somewhat effective against small ships if you find that ridiculous just read Elite: Legacy... it is written by Mr. Brookes and i think of it as a guide to how stuff should be in Elite. In that point defense turrets are being used against smaller craft. With the hardpoints you have on the cutter that would've been an incredible ride. I am all for FDEV sticking to their guns when it comes to ship balance but why do we still have unbalanced weaponry and modules now nearing Horizons release? More than half of the backlash they are getting is because of this.
The ship is perfectly fine, its just the game still lacks the tools to make it viable.
Out of the 6 we're getting, 5 ships are really poor. What a huge letdown this patch is.
Thing is they can't buff turrets. At least not as much is needed on ships like the Cutter.
Using gimbaled pulse vs turreted pulse as an example a fully turreted Cutter would do ~40DPS. A twin gimbaled pulse vulture would do ~36DPS. Beams are a bit better, but they generate so much heat you can forget about boosting. Not to mention ~30% less DPE.Oh, they could... in fact turrets were almost good enough, before they got nerfed. Damage was the same as now, but they were immune to chaff and had faster tracking. I have successfully used them even in some PvP duels. Just a slight buff would have made them useful but instead they were nerfed to uselessness, like missiles.
I have never seen anyone complain about turrets being overpowered... in fact I've seen a lot of people complain about them being to weak. Really no idea, why FD decied to make them even worse instead of improving them![]()
The pride of the Imperial Navy, an Imperial warship, successor to the Clipper, to serve a similar role to the Federations Corvette yet faster and more elegant but not quite able to match it in firepower. Flies like a big fat cow.
It's as though a Type 9 and a Python had a Lavian Brandy induced love child, put it in a clipper costume for Halloween and decided it would be best for everyone if it never came off to hide their shame.
This "warship" flies nothing like a successor to the Clipper, it's all ballroom dancing with a great soundtrack. the engines sound amazing and powerfully refined but don't do anything.
The distributor is woefully insufficient, it slides a little too much and doesn't overboost the retro thrusters like it should. The powerplant is lacking despite powering oversized shields and thrusters on top of a full compliment of other internals/weapons. But the worst offender is the pitch rate, keep it drifty but snappy when you boost (like the clipper) but let it swing its nose around (like a dropship/conda) it should be the slowest to pitch and longest to stop sliding around but it shouldn't be half a block away from left field worse.
the clipper could carry more cargo than its predecessors and is not only the fastest ship in the game but could also flip a 180 with ease.
In short increase the size of the distributor and powerplant.
drastically increase the pitch rate, still slowest of the three but only just.
increase the effectiveness of the retro thrusters massively when boost turning only, otherwise keep it sliding around.
if you would prefer to watch a video as to why I came to these conclusions here you go:
https://youtu.be/1kHRJfxSft4
this ship really disappointed me, sure it was fun to work for a kill but at the end of it all I was left deflated and angry. This ship is an armed trader, not a warship that serves a similar role to the corvette while feeling like a successor to the clipper.
this ship is a steaming pile of biowaste in a pretty dress.
The pride of the Imperial Navy, an Imperial warship, successor to the Clipper, to serve a similar role to the Federations Corvette yet faster and more elegant but not quite able to match it in firepower. Flies like a big fat cow.
It's as though a Type 9 and a Python had a Lavian Brandy induced love child, put it in a clipper costume for Halloween and decided it would be best for everyone if it never came off to hide their shame.
This "warship" flies nothing like a successor to the Clipper, it's all ballroom dancing with a great soundtrack. the engines sound amazing and powerfully refined but don't do anything.
The distributor is woefully insufficient, it slides a little too much and doesn't overboost the retro thrusters like it should. The powerplant is lacking despite powering oversized shields and thrusters on top of a full compliment of other internals/weapons. But the worst offender is the pitch rate, keep it drifty but snappy when you boost (like the clipper) but let it swing its nose around (like a dropship/conda) it should be the slowest to pitch and longest to stop sliding around but it shouldn't be half a block away from left field worse.
the clipper could carry more cargo than its predecessors and is not only the fastest ship in the game but could also flip a 180 with ease.
In short increase the size of the distributor and powerplant.
drastically increase the pitch rate, still slowest of the three but only just.
increase the effectiveness of the retro thrusters massively when boost turning only, otherwise keep it sliding around.
if you would prefer to watch a video as to why I came to these conclusions here you go:
https://youtu.be/1kHRJfxSft4
this ship really disappointed me, sure it was fun to work for a kill but at the end of it all I was left deflated and angry. This ship is an armed trader, not a warship that serves a similar role to the corvette while feeling like a successor to the clipper.
this ship is a steaming pile of biowaste in a pretty dress.
Hey Troa, out of curiosity, why are flying it like an Eagle? Here's a tip (if you don't fly FA-OFF full time in combat), start your attack run at high speed, roll slightly into the turn (important bit) FA-OFF and then decelerate the ship using reverse thrust and swing the nose around using yaw and pitch (the roll into the turn gives you some pitch authority)
Using that method the ship rapidly swings it's nose into the target line. It's not a big Eagle! forget pitching battles, you're using a strange flying method like many of the other Cutter combat vids I see out there.
Don't worry there is still the Anaconda which is better than both faction ships.
I have to say you are a lot better Cutter pilot than all of the other complainers. Besides some minor mistakes in your flight style we all do, you were still able to get your target in your line of fire and your loadout makes way more sense than all of the other wanna-be imperial warship commanders. (Don't wanna point out that I will listen more because of that but ... well I do listen more to ones who actually know what they are talking about)
That said, let's quickly conclude the problems of the Cutter:
- Low agility
- Low Power Distributor
- Apparently low Power Plant
- Low effectiveness of manouvering thrusters
Okey, now that we got the problems, we also need to conclude its strenghts!
- Highest boost speed of all bigger ships
- Highest shield HP
- Highest armor HP
- Highest cargo capacity (temporary until the Panther Clipper arrives)
So we see it has approximately as many strenghts as it has weaknesses. But this doesn't justify how the Cutter is introduced.
For example, due to its low agility, two of its strenghts are compensated (highest armor and shield HP), so we trade one weakness for two strenghts ... which is bad.
However, its uber high boost speed trades the low manouvering and/or agility stats. Ofcourse this isn't accurate what I am saying and I am not a game designer but I what I want to point out is that an object in a game has to be balanced by trading enough strenghts for weaknesses ad vice versa. Otherwise it would be OP or UP.
IMHO the Vette and the Cutter are both powerful, yet UP in their current state compared to the Anaconda. Reasons are for example the low agility of the Cutter and the terrible hardpoint loadout of the Vette.
The Anaconda is tanky, agile, cheap, packs a good punch (firepower) and has the best jump range ingame.
Anyways, that's another topic. The question is how we can balance the Cutter or change it without it becoming OP/UP?
My personal suggestion of changes would be the following (keep in mind that I try to trade here which means that I take a little of its strenghts to compensate its weakness. The aim is to keep the Cutter unique, yet useful):
Look at the option below and choose one you'd like or dislike and argue about ityou could also take a combination and discuss the result of multiple options.
Option 1:
- Decrease the Cutter's top boost speed to 280 m/s +/- 20
- Increase the Cutter's agility somewhere near the Anaconda/Vette
It would trade top speed for agility, easy.
Option 2:
- Decrease the Cutter's max shield capacity (get rid of the C8 internal slots).
- Slightly decrease its base amor value (~ -80 HP +/- 10)
- Give it a C8 PD
This would result in trading defensives for offensives. It has more firepower but for less defensive capabilities. In combination with option 1 it would become more of a copy of the other two big ships and lose its uniqueness.
Option 3:
- Reduce its hull mass (and so improving its manouvering ability. Note: Not the agility!)
- Reduce its armor (~ -120 HP +/- 30)
- Indirect buff: increased jump range (due to lower hull mass)
The manouvering problem would be somewhat solved depending on the values at the cost of armor platings. This also would lower the effectiveness of the uber expensive bulkheads.
Option 4:
- (Further) decrease its internal space. Remove atleast two C6s to prevent SCB stacking.
- Give it a C8 PD
This would effectively decrease its defensive ability for the benefit of more firepower. Can not be combined with Option 2
We can not give (well, theoretically we can but ...) the CUtter a C9 PP. That would be approximately 450 million credits for an A rated PP for just +6 MW of power. So a 300m credit increase for just 6 MW and this would be way out of 'the line'.
With the options stated, we can now choose one or more to change the Cutter. However, there is one thign we don't want to archieve: A big ship with strong firepower and good manouverbility that is capable of sustained a huge amount of damage while still being able to chase down most of the ships ingame.
Then the question comes up: "Where are the tradeoffs?"
Every buff or nerf should usually come with other benefits/disadvantages to "trade" rather than to buff or nerf directly. Sometimes this is neccessary though for example in the case of the Python-nerf but for example in the case of the FDL, it should have atleast get an even small fuel tank to justify these beast-buff.
So choose your options and tell me what you'd like to see the Cutter.![]()
Thing is they can't buff turrets. At least not as much is needed on ships like the Cutter. Due to their sheer size the struggle to bring them to bear (often averaging about half). Even in situations where gimbaled weapons could be brought to bear. Never mind the issue of kentic turrets having effectively less ammo (due to less DPShot), kentics also waste precious ammo on atrocious sway/chaff. So to compensate for large ship size blocking turret LoS, they would need to be better than gimbaled (In either DPE/max ammo, DPS, or some combination of the two). However they would just become super weapons in smaller ships. Now one commander (I forgot the name, my apologies) suggested linking turret effectiveness (accuracy) to sensor class/rank, and (presumably) rebalancing some ships like the FD/GS to be able to equip better sensors. And that's a good Band-Aid solution for now, but there is still one major underlying issue: All ships use the same items. As long as that is the case, dogfighting is the name of the game. And the most important thing in a dogfight will always be agility (maneuverability + speed).
That cmdr you forgot his name could very well be me 'cos that is exactly what i am thinking and bringing up when there is a discussion about turretsI know it can be hard to think of elite combat differently, hell it is even getting harder for me playing the game for a year now, but let me share my perspective with you.
There are already solid mechanics implemented in game to make it work. There is this old thread where a dev posted explaining how turrets work and do what they do months ago. We are all familiar with gimballed/turret wobble with turrets having an additional confusion factor in. Let me give the example by using the Anaconda here, now for the sake of consistency in the year soon to be 3302 i would expect a 160 tonne weighting sensor package would include a state of the art fire-control system which can give me near perfect firing solutions. Now as for how this translates in game is chaff dropping from being the hard counter we all know and hate for. This is how it works... Lower class/grade sensors are more susceptible to countermeasures while being less accurate and wobbly. As the class and grade gets bigger the wobble and confusion gets less and less pronounced so there will be no super weapon like effect in small ships while still being useful vs the same class. Turret class effecting tracking speed is already a mechanic ( eg. tracking speed of point defense vs c3 laser turret ), so does small class weapons doing less damage against bigger class ships also turrets as we know are the lowest damage per second weapons in game ( excluding the broken explosive class weaponry ) but they are also the most heat efficient so you can fire them over longer periods of time while having great firing arcs. As for compensating the ships size blocking the line of sight/fire well... in the case of cutter i think every side is covered and besides you can't expect to just sit there and expect your ship do all the work you have to pilot the damned thing![]()
Flies like a big fat cow.
Wikipedia said:A cutter is typically a small, but in some cases a medium-sized, watercraft designed for speed rather than for capacity.[URL="https://en.wikipedia.org/wiki/Cutter_%28boat%29#cite_note-rigs-1"][1][/URL][URL="https://en.wikipedia.org/wiki/Cutter_%28boat%29#cite_note-brit-2"][2][/URL] Traditionally a cutter sailing vessel is a small single-masted boat,
![]()
Cutters can also be a small boat serving a larger one to ferry passengers or light stores between larger boats and the shore. This type of cutter may be powered by oars, sails or a motor.
But to tweak option 1 a bit, -~50m/s boost, + ~20m/s top speed, and Conda tier pitch (not other stats like roll, drift, thruster's, etc.) That way it could still fill its niche role of being "fast"
And option 2, but also tweaked. Rather than get rid of the C8s (again, their existence is a trade-off for the price, if not then why pay hundreds of millions of credits more for a side-grade in all respects?) just modify the base shield to achieve the same thing. Though it should still have better shields than the Conda or Corvette, it is an empire ship after all.
EDIT:
So for my basic PvE builds, each using 2 SCBs, 2 heatsinks, a KWS, and HRPs the Corvette would have 3,905 hull and 1,148 shields. The Cutter would have 3,608 hull and 1,531 shields. Decently balanced already.
thanks for the complimentI have to say you are a lot better Cutter pilot than all of the other complainers. Besides some minor mistakes in your flight style we all do, you were still able to get your target in your line of fire and your loadout makes way more sense than all of the other wanna-be imperial warship commanders. (Don't wanna point out that I will listen more because of that but ... well I do listen more to ones who actually know what they are talking about)
That said, let's quickly conclude the problems of the Cutter:
- Low agility
- Low Power Distributor
- Apparently low Power Plant
- Low effectiveness of manouvering thrusters
Okey, now that we got the problems, we also need to conclude its strenghts!
- Highest boost speed of all bigger ships
- Highest shield HP
- Highest armor HP
- Highest cargo capacity (temporary until the Panther Clipper arrives)
So we see it has approximately as many strenghts as it has weaknesses. But this doesn't justify how the Cutter is introduced.
For example, due to its low agility, two of its strenghts are compensated (highest armor and shield HP), so we trade one weakness for two strenghts ... which is bad.
However, its uber high boost speed trades the low manouvering and/or agility stats. Ofcourse this isn't accurate what I am saying and I am not a game designer but I what I want to point out is that an object in a game has to be balanced by trading enough strenghts for weaknesses ad vice versa. Otherwise it would be OP or UP.
IMHO the Vette and the Cutter are both powerful, yet UP in their current state compared to the Anaconda. Reasons are for example the low agility of the Cutter and the terrible hardpoint loadout of the Vette.
The Anaconda is tanky, agile, cheap, packs a good punch (firepower) and has the best jump range ingame.
Anyways, that's another topic. The question is how we can balance the Cutter or change it without it becoming OP/UP?
My personal suggestion of changes would be the following (keep in mind that I try to trade here which means that I take a little of its strenghts to compensate its weakness. The aim is to keep the Cutter unique, yet useful):
Look at the option below and choose one you'd like or dislike and argue about ityou could also take a combination and discuss the result of multiple options.
Option 1:
- Decrease the Cutter's top boost speed to 280 m/s +/- 20
- Increase the Cutter's agility somewhere near the Anaconda/Vette
It would trade top speed for agility, easy.
Option 2:
- Decrease the Cutter's max shield capacity (get rid of the C8 internal slots).
- Slightly decrease its base amor value (~ -80 HP +/- 10)
- Give it a C8 PD
This would result in trading defensives for offensives. It has more firepower but for less defensive capabilities. In combination with option 1 it would become more of a copy of the other two big ships and lose its uniqueness.
Option 3:
- Reduce its hull mass (and so improving its manouvering ability. Note: Not the agility!)
- Reduce its armor (~ -120 HP +/- 30)
- Indirect buff: increased jump range (due to lower hull mass)
The manouvering problem would be somewhat solved depending on the values at the cost of armor platings. This also would lower the effectiveness of the uber expensive bulkheads.
Option 4:
- (Further) decrease its internal space. Remove atleast two C6s to prevent SCB stacking.
- Give it a C8 PD
This would effectively decrease its defensive ability for the benefit of more firepower. Can not be combined with Option 2
We can not give (well, theoretically we can but ...) the Cutter a C9 PP. That would be approximately 450 million credits for an A rated PP for just +6 MW of power. So a 300m credit increase for just 6 MW and this would be way out of 'the line'.
With the options stated, we can now choose one or more to change the Cutter. However, there is one thing we don't want to archieve: A big ship with strong firepower and good manouverbility that is capable of sustained a huge amount of damage while still being able to chase down most of the ships ingame.
Then the question comes up: "Where are the tradeoffs?"
Every buff or nerf should usually come with other benefits/disadvantages to "trade" rather than to buff or nerf directly. Sometimes this is neccessary though for example in the case of the Python-nerf but for example in the case of the FDL, it should have atleast get an even small fuel tank to justify these beast-buff.
So choose your options and tell me what you'd like to see the Cutter.![]()
Not to nitpick, but small weapons use less energy. Their energy efficiency is the same across all classes (DPE).
Also I know all sides are covered, but they are covered poorly. Lets say I get 2 C3 pule and 2 C2 pulse to go off. Well I just sacrificed more energy and 4 valuable hard points to do a hair more damage than a single C3 fixed pulse weapon. Why would I do that when I can just hop in almost any other combat/multirole ship in the game and get not only vastly superior DPS (more hard points = more kentics = more DPS for example) , but better DPE as well?
.
Imo turrets should do ~ 20% less DPS than gimbaled (rather than the ~50-60 less they do now), but they should have at least 50% better DPE(or ammo in the case of kinetics) to compensate. That way you can choose: Burst or sustained DPS. And since you can't bring all the turrets to bear vs. one target you end up doing much less than 20% less DPS vs the gimbaled counterpart. Tying them to sensor rank would also help prevent some ships from abusing this, as the ~20% less DPS was to account for large ship size and limited firing arcs. And in most large/un-agile ships you still need to bring a side to bear. A Conda for example does much better if the target is in front directly, and suffers the more it moves to the side/back. Imho, chaff should still mess with turrets, but the turrets should stop firing when chaff is deployed.
Thank you for the tip, truth is Ive been waiting for you to say to adapt.Hey Troa, out of curiosity, why are flying it like an Eagle? Here's a tip (if you don't fly FA-OFF full time in combat), start your attack run at high speed, roll slightly into the turn (important bit) FA-OFF and then decelerate the ship using reverse thrust and swing the nose around using yaw and pitch (the roll into the turn gives you some pitch authority)
Using that method the ship rapidly swings it's nose into the target line. It's not a big Eagle! forget pure pitching battles, you're using a strange flying method like many of the other Cutter combat vids I see out there.
The Clippers pitch rate is ridiculous for a ship that long.. Let's not turn the Cutter into an even bigger arcade game. Adapt your flying style.
This is a freighter build with low end weapons and dist, D8 thrusters.
https://www.youtube.com/watch?v=X6HXBNymRzg
The pride of the Imperial Navy, an Imperial warship, successor to the Clipper, to serve a similar role to the Federations Corvette yet faster and more elegant but not quite able to match it in firepower. Flies like a big fat cow.