Horizons Anyone engineer a multicrew cutter?

I've never used the Cutter for combat. I was initially thinking burst laser huge, 2x multi large, and 2x med turret burst and mc's.

The turrets obviously for the multicrew slot.

Here's kind of what I threw together so far, work in progress and obviously most those SCB are disabled until I engineer the PP.
I'm going to do that and get dirty drives 5 on it tonight.

Loadout Link
http://www.edshipyard.com/#/L=A0_C,...7iM87iM8,1uy07XQ052207jw00AA16D202jw11LU82UI1


That said. I'm finding the loadout rather boring. I was hoping for some recommendations from someone who has flown the Cutter more or has experience with multi-crew already in terms of what the Cutter can pull of and what would be fun/effective for both me in the helm and a gunner.

My other concern is the ammo. I got the large fighter bay so two can jump into SLF if they want, and so I can carry two types of ships. It's a bit of a bummer that the multi cannons run out of ammo long before I suspect the SLF that big will.

Anyway any advice is appreciated.
 
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IMO you have two options when equipping Cutter for multicrew. C4+2xC3 gimbals/fixed for the jousting punch, and 4x C2 turrets for the gunner. That way gunner will have 360 degrees fire arc, but won't be able to use all weapons at once, unless the target is directly in front of you.

The second option (what I'm using) is C4 + the bottom C2 gimbals/fixed and leave the whole top to the gunner (2xC3, 2xC2 turrets) This way, the gunner has more punch, but pilot has to cooperate and roll the ship so they keep the target in the upper "hemisphere".

As for specific weapons, I usually use C4 + 2xC3 Plasmas and 4x C2 MC turret (the first loadout option) or 2 x C3 and 2x C2 Pulse laser turrets up top and C4 + 2x C2 MCs.
 
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I hadn't considered that. That sounds pretty cool. Are you just using lasers and multi cannons? I think that might be a pretty fun setup.
 
Yes, I'm a simple guy. Lasers and MCs are my favourite. (Though I do enjoy an occasional plasma or missile setup)

So my Cutter has four pulse turrets on the top (they do great work, all I need to do is keep the enemy in their effective range and firing arc), and three MCs on the belly for whenever a shieldless target happen to stumble in front of me. :D
 
Yes, I'm a simple guy. Lasers and MCs are my favourite. (Though I do enjoy an occasional plasma or missile setup)

So my Cutter has four pulse turrets on the top (they do great work, all I need to do is keep the enemy in their effective range and firing arc), and three MCs on the belly for whenever a shieldless target happen to stumble in front of me. :D

Are your turrets engineered? thinking of doing something similar, all of my internals are pretty much G5 engineered, wondering how beams over pulses would do, currently running all MC's with various special effects but having to twist and turn a 1000T+ cutter around to chase an eagle at a compromised nav is beginning to grind on me tbh, turrets could solve it i just haven't put much stock in them since way back when they were a waste of a weapon slot.
 
Are your turrets engineered? thinking of doing something similar, all of my internals are pretty much G5 engineered, wondering how beams over pulses would do, currently running all MC's with various special effects but having to twist and turn a 1000T+ cutter around to chase an eagle at a compromised nav is beginning to grind on me tbh, turrets could solve it i just haven't put much stock in them since way back when they were a waste of a weapon slot.

I prefer pulses. And yes, they are engineered. Efficient mod is needed, if you want them to fire continuously with only one or two pips in WEP.

Though if you just want turrets for dealing with small pesky targets, just put two C2 beams on the nacelles. They are enough to deal with an Eagle or Viper and you can keep the rest of your loadout.

Though if you train a pilot to Dangerous rank and use some high-DPS fighter (fixed beam or so) you can use them, instead.
 
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