Buff Imperial Trader (ehm I meant Cutter) for 2.1

Yep...

Free kill? Have you actually flown an A-rated cutter?

I was extrapolating because you could give a T9 400 large hardpoints and a limitless capacitor and it would still be bad :p, at some point a ship becomes too slow to be viable thats all - I haven't flown one myself thats why I mentioned that it was frequently complained about as being less maneuverable than a T9, which if true just makes it a heavily shielded bathtub.

Sure you'll be able to beat some people in it, just like you can beat people in a T7 with one laser, that isn't a testament to the T7's pvp abilities, its a sign that some pilots really are that bad :p

Edit: if they don't know what they are talking about though and its not as bad as a T9 i'm sure it works just fine
 
Last edited:
what part of the video I posted you don't understand?

When using thrusters with flight assist on you have two options to cancel existing thrust. You can either stop thrusting and it will slow down at one rate or you can actively cancel your thrust in which case it will slow down at a higher rate. If someone is using an analogue input control then when they cancel it they can go a little bit the opposite direction which causes the thrust to be cancelled faster than if they just reset to 0. It's easiest to see this with keyboard-based lateral thrust on a large ship.

I suspect that from what Kornelius said in his video that when he was finding the acceleration time to be the same as deceleration time he was using FA on and actively reverse thrusting (even if only briefly) and at other times he was not.
 
When using thrusters with flight assist on you have two options to cancel existing thrust. You can either stop thrusting and it will slow down at one rate or you can actively cancel your thrust in which case it will slow down at a higher rate. If someone is using an analogue input control then when they cancel it they can go a little bit the opposite direction which causes the thrust to be cancelled faster than if they just reset to 0. It's easiest to see this with keyboard-based lateral thrust on a large ship.

I suspect that from what Kornelius said in his video that when he was finding the acceleration time to be the same as deceleration time he was using FA on and actively reverse thrusting (even if only briefly) and at other times he was not.


ok substrack 1-2 seconds then if you (dare to) question the test of Kornelious. Still bugged.

PS. I've provided the data in my previous response for your convenience.
 
Last edited:
PS. I've provided the data in my previous response for your convenience.

Sorry but you can't use the manoeuvrability index as a way of saying how agile a ship can be. It's a number assigned by FD and not related to the ship's actual agility.
 
I use the same tactic in the Cutter that I use with the Anaconda. FA off, full reverse thrust, and thrust downward while pulling up on the joystick. I generally have no problem keeping PVE targets in firing position for turrets or gimbals.

And when in doubt, boost away.

Easy peazy.

yeah nice tactic. Although obviously since you don't have to mambo-jumbo with conda and cutter, maneuverability index is false. You agree here don't you?
 
Sorry but you can't use the manoeuvrability index as a way of saying how agile a ship can be. It's a number assigned by FD and not related to the ship's actual agility.

Quoted as this is how it works, the number isn't generated by the program as a result of its statistics, its just a number set by FD.

The original python had like a 4 or 5 but was clearly a 10, we need to bring that back!
 
Sorry but you can't use the manoeuvrability index as a way of saying how agile a ship can be. It's a number assigned by FD and not related to the ship's actual agility.


I am not sure I understand here then what is it related to? Or it's is it an index which relates to agility for the rest of the ships and not the cutter itself. (bug)
 
yeah nice tactic. Although obviously since you don't have to mambo-jumbo with conda and cutter, maneuverability index is false. You agree here don't you?

I don't think the maneuverability index of the Anaconda, Cutter, or Corvette really matter at all, TBH. I can make any of them work for me.
 
I am not sure I understand here then what is it related to? Or it's is it an index which relates to agility for the rest of the ships and not the cutter itself. (bug)

Again, it's a number assigned by FD and not related to the ship's actual agility.

Life might be easier all round if FD worked it out from the ship's actual agility but they don't. They pick a number out of the air.
 
This again?
WAH! The cutter doesn't fly like a true dog fighting ship like FDL or Vulture.
Oh wait, it isn't a dogfighter.

What you have is a MASSIVE MASSIVE ship, in addition capable of carrying up to 720 tonnes. WOW!
You actually think that even with the largest thrusters available it should dance through
space like a ballerina??? With that much mass, it would be like midgets trying to move
a transport truck, it will move "eventually".
If I were to change one thing, it would be the cargo scoop, you shouldn't be able to decelerate faster
with it deployed, its a scoop not an air brake(in space?).
I love the cutter the way it is, mine is almost A rated, about 700 millions worth.
 
Last edited:
Really? She's got the biggest shields in the game, including room for those massively effective class 8 SCBs.

And, she's particularly fast for a huge ship.

And she's much harder to out-maneuver than the other big ships. Just turn FA-off, whack her in reverse and nothing will be able to get on her six.
 
Of course the Cutter needs a buff ( false smile)
It needs better jump range, weapons placement, fuel tanks, and armour.
But it will only carry 64 cargo :;
Now its balanced :D :D

Stop whining about your p.t. favourite ship, stand up and take the sweet with the sour !
The Cutter IS a bully, but very locally :D

Cheers Cmdr's
 
In my opinion, she's a large weapons platform not a nimble fighter.
She can take a beating, and wait till they address the missile issue.
Imagine her with 3 large beams/turrets, and all missiles.
Or one of the new Huge hardpoints(for big ships).
She can handle most ships, she's got medium hardpoints for small/medium craft.
And a huge and large hardpoints for large ships. On top of that, she can carry A8 shields, boosters
up the wazoo and a lot of SCB's, and you think because she can't dance through space, that
she needs a buff?
 
Last edited:
I just use it as a trader... When a FdL attacks the only thing to do is boost away boost boost fa off turn fly backwards boost rince and repeat... And I hate that manoeuvre... So a bit more agility please so I can keep ships in my sight while FA OFF...
 
I am sure that these have already be mentioned but:
- For combat build, boost + FA off + reverse + 4 pips to SYS and the Cutter is virtually invulnerable (may need to fire a class 7/8 SCB from time to time, to recharge the whole shield).
- For trader build, it has the biggest cargo space, yet insane boost speed and decent jump range.

So what is with the buff the OP is asking for? To make it the ultimate ship? Like it is not good enough already..?
And then what next? To buff his jump range to make it on par with the Anaconda? Seriously?
 
Last edited:
Back
Top Bottom