Cutter - good PVE weapons load out ?

Just bought a Cutter and once again the dilemma of 'what weapons where?' rears its ugly heid.

Any suggestions? I'd prefer mostly laser if possible, but I'm open to ideas.

Cheers.
 
My trade cutter, the most recent ship I built actually. Designed to tear up those anacondas that get sent after you on trade missions, use rails on the shield cells, melt stuff with the lasers and MCs firing together. The MCs are on the nacelles by the way, ignore whatever position they're in on coriolis. Hth. :)

https://s.orbis.zone/mv_
 
Huge multi cannon overcharged autoloader
Large multicanon overcharged autoloader
Large beam laser LR thermal vent
Medium multicanon high capacity corrosive
Medium beam LR thermal vent
Medium beam LR thermal vent
Medium beam LR thermal vent

Only beams on shields,multies on hull

72 -90 kills in cz,you need multies ammo restock after.
 
I use mainly overcharged multicannons with mostly reloader experimentals. The smaller ones are turreted, larger gimballed. The smallest points have turreted beams efficient with thermal vent. Most of the weapons are grade five because I'm kinda ocd . No heat problems. This cargo cutter has a 728 ton capacity, grade five heavy duty deep plating military hull, and most utilities are grade 5 heavy duty shield boosters with super capacitors. There is an ecm and pd. It can take out any elite npc anaconda within a minute, including ones that spam SCBs or ones with fighters. This thing's maneuverability is awful even with fa off so I had to put in turreted weapons, which work much better, especially with fdl's. I only lose shields if I have to fight two elite anacondas at once.
 
I'm not a Cutter pilot but have flown with them. Missiles on the four wing pylon slots with multicannons in the huge and large (say, corrosive and two incendiary) could be fun.

Careful with turrets - would hate for you to come back here with a thread about friendly fire. :)
 
Cutters best weapon is its ram. Put full power to shields and just boost into the enemy. Maybe throw some frags or plasma on there to fire right before the collision to soften up their shield.
 
I usually use two c2 long range beam turrets with regen/concordant on the wings,
two c2 long range imphammers with feedback cascade and three c3/4 gimballed multicannons.
 
Two large and medium burst lasers (phasing and scramble), two medium and one huge MC (incendiary and corrosive) makes mincemeat of everything. It's also a symmetrical loadout (if that's important to you).

Size 7 thermal resist biweave and all the boosters it can carry.

700 (and a bit) cargo.

With a DD5 don't boost when you emerge at a station, you don't have enough distance to stop.
 
I am not into cutters for combat as I prefer to manoeuvre.
it seems to me that you have to consider the strengths and weaknesses of ships in order to come up with a suitable loadout, and combat tactics.
In my opinion the strengths of the cutter are it's speed and massive shields.
So I would consider using that speed to stay out of range of the enemy and going for long range weaponry, probably lasers, along with the occasional high speed ram.
 
Grey Area

we seem to have chosen the same week to buy a Cutter

Your probably too smart to need this advice but when I built mine I was being a tad overcareful with overcharging the PP to avoid any heat issues.. I decided to play with priorities instead of going G3 overcharged (just in case and all that). Turns out that I could make it work so I started doing a few runs in her, blew pirates to hell and had a great time making some much needed cash

Im not sure what happened - I noticed my jump range had dropped so I checked my modules and my FSD booster was off - one click sorted that

next run I get inderdicted and with a smile on my face submitted and deployed all my lovely guns



and everything turned off


engines, shields, guns....

I got away after some panic module reassignment and much button pushing but the thought of that rebuy made my Scots ancestry scream


Turns out G3 overcharged is fine for heat.

As I said Im sure your too smart to have a problem like that, but I thought I was too
 
Grey Area

we seem to have chosen the same week to buy a Cutter

Your probably too smart to need this advice but when I built mine I was being a tad overcareful with overcharging the PP to avoid any heat issues.. I decided to play with priorities instead of going G3 overcharged (just in case and all that). Turns out that I could make it work so I started doing a few runs in her, blew pirates to hell and had a great time making some much needed cash

Im not sure what happened - I noticed my jump range had dropped so I checked my modules and my FSD booster was off - one click sorted that

next run I get inderdicted and with a smile on my face submitted and deployed all my lovely guns



and everything turned off


engines, shields, guns....

I got away after some panic module reassignment and much button pushing but the thought of that rebuy made my Scots ancestry scream


Turns out G3 overcharged is fine for heat.

As I said Im sure your too smart to have a problem like that, but I thought I was too
I don't remember the numbers exactly but its likely a grade 5 armored powerplant would be better for you. It increases power and reduces heat for a slight mass increase.
 
Best loadout is one that works for you.

My Cutter weapon load that works for me in PVE:
C4 Burst -concord seq
C3 Pulse - phasing
C3 Pulse - scramble
C2 pulse - phasing
C2 Pulse - scramble
C2 Multi - corrosive
C2 multi - corrosive

Burst & Multi - gimbal
Pulse - turret
 
Best loadout is one that works for you.

My Cutter weapon load that works for me in PVE:
C4 Burst -concord seq
C3 Pulse - phasing
C3 Pulse - scramble
C2 pulse - phasing
C2 Pulse - scramble
C2 Multi - corrosive
C2 multi - corrosive

Burst & Multi - gimbal
Pulse - turret

You wanna swap the phasing on the C2 to a C3 and the Scramble on the C3 to a C2..
Phasing is only good with high DPS.

:)
 
My trade cutter, the most recent ship I built actually. Designed to tear up those anacondas that get sent after you on trade missions, use rails on the shield cells, melt stuff with the lasers and MCs firing together. The MCs are on the nacelles by the way, ignore whatever position they're in on coriolis. Hth. :)

https://s.orbis.zone/mv_

That's very close to the load out I had in mind - thanks.

Any Engineering recommendations? Power plant, distributor?

Thanks everyone - always good to have options.
 
That's very close to the load out I had in mind - thanks.

Any Engineering recommendations? Power plant, distributor?

Thanks everyone - always good to have options.

The Huge Hardpoint is always wise to be kinetic weapon,especillay on a cutter with a distributor handicap...Ship size causes a damage penalty based on weapon size for hull damage. This penalty does not exist for shield damage. Therefore, whatever you end up deciding, if you're using a mix of thermic and kinetic in your loadout, you want the kinetic to be the bigger size for optimal overall damage.
 
That's very close to the load out I had in mind - thanks.

Any Engineering recommendations? Power plant, distributor?

Thanks everyone - always good to have options.

If you go A rated on the PP, just go armored, not even grade 5 needed, go G4. Distributor, there is only one mod; Charge enhanced with CCs. Jankula is right, the Huge hardpoint is a good place to put another autoloader overcharged Multicannon, the huge beam is a bit juicy, even when efficient and multicannons get a big additional bonus in the huge slot because no spin up time and two projectiles fired per shot (despite slower overall ROF). :)
 
You wanna swap the phasing on the C2 to a C3 and the Scramble on the C3 to a C2..
Phasing is only good with high DPS.

:)

I laid it out that way so that I should always have one of each on a target, whether above or below. May not be optimal, but it works well enough. If I move the MC from the wingtips to the ventral slots, I may do as you suggest regarding the special effects on the pulse.
 
There are too many "good" PvE builds because you only need "good" for PvE!

Personally, I thing a good PvE build is one which forces you to learn to fight a different way from the way you were fighting in the previous pew pew session!
 
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Just bought a Cutter and once again the dilemma of 'what weapons where?' rears its ugly heid.

Any suggestions? I'd prefer mostly laser if possible, but I'm open to ideas.

Cheers.

All beam Lasers - EFFICIENT -

1 medium multicannon - Corrosive (for that sexy damage increase)

Power Plant - Over Charged

Power Distributer - Charge Enhanced

If you can't enginner:

All medium Burst Laser
Rest Pulse
 
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