Imperial Cutter Piracy 2.0
Negotiation is it even mandatory?
Depending on ship size, fire reverberating torpedoes or rip shields with lasers ( if not combine ? ) (while distracting utility with pack-hounds)
Shields down, destroy any utility points, defense mechanisms or hard-points according to your needs with the pack-hound missiles.
On the same firing button keep the missiles firing to simultaneously take down the power plant.
Use lasers and MC to your needs, may also come with a Long Range High Yield Cannon for maximum sniping efficiency (1500m/s shots)
Dinner's served who's eating?
High capacity pack-hound with drag on both missiles is just barely in case you have to deal with an attacker. You can become more maneuverable while retaining your speed advantage over bigger ships [see paragraph on movement profile] which in turn, helps while destroying the PP.
Scramble spectrum lasers is optional but who doesn't enjoy a well timed PP/drive malfunction? Also have to deal with malfunctioning flares sometimes... Not a problem with pack-hounds.
The engineered weapon capacitor using all weapons, the Rapid fire Corrosive MC and two lasers will last(for at-least) 3 minutes and 19 seconds, with 4 pips in shields ( in case of an attacker you maintain maximum sustained damage while eating any attack with your monstrous shields) or you can put 4 pips into engines to maximize speed and catch-up without losing sustainability.
You can easily hot-swap your pips, 3 pips gives indefinite fire power but there's no real situation I could come up with where I would want to use 4 pips. If he runs, I want to be much, much faster. If he becomes as threatening as to take down my shields I want to be out as fast as possible too. The mix of thermal malfunctions, hard point destruction, utility slots and power plant sniping should take care of anything in-between.
That's how far I got on paper
It all just looks like being a very versatile ship praying on anything medium to large sized.
It has a movement profile (turn rates) which completely annihilate a fully engineered Corvette and has superior speed. (Under the constant effect of drag ammunition the engine speeds and boost speeds are limited to as if it had 0 pips. The enemy can still boost and jump away.) (base numbers on coriolis indicate that the engineered corvette basically has a movement profile at 0 pips to engines under boost that's the same as the pirate cutter 2.0 without boost (wrecking the corvette under boost completely).
A trip will have to be restricted to around 2 heavily armed big ships maximum because of the amount of torpedo ammo you carry which should fill up 128 tons quite fairly. This can be arranged to your needs by swapping around optional internals but trading the SCB might just keep you shy of the theoretical immortality.
hot-swap chaff with ECM if preferred!
Any suggestions, tips, counter-propositions or weaknesses you can come up with?
Rate efficiency, practicality some thumbs up or down any critic is welcome
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