Ships Cutter Piracy 2.0 ?


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 :p

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 :D
 
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If this build is for PvE Piracy its a tab overkill. If its for PvP piracy, you should focus more on burst damage over sustained. You need to drop their shields before they jump and don't count on drag munitions to help. It doesn't affect a ships boost speed.

I have a Python Pirate build that matches your cutter but with at a third of the rebuy.

http://beta.coriolis.edcd.io/outfit...AwgHNIBmBTAJsgTgQwDYH0BjAewwDdkAXC5EEAViiiA==
Besides, negotiating is why we pirate players to begin with.
 
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Very interesting python build, I saw some footage of the pacifier build its insanely effective!

Burst damage really emphasizes on the threat to kill for me... I haven't really finished the build yet but after seeing that security response times can be quite quick I'm trying to bet on a more "abusing" way to get something without really needing to destroy. The MLFactor (haven't counted the time-frame yet) I'm hoping will give plenty of time for running ships to get their PP down and is irrelevant in offensive engagements.

I might be wrong if I can't rely on the torpedoes to take down the shields on a big engineered annie but anything smaller isn't too much of a deal is it?

(compared stats; you use beta version of eddb.io which throws some numbers around I suppose) swapped your build to mine and compared our shield defensive offensive values and we would both drop each-others shields down at about the same time, if we completely ignore my torpedoes. While maintaining my ability to flee if I get in a difficult situation which is quite probable :)
 
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The torpedoes and the scramble spectrum lasers sound good but aren't practical in a player engagement. The projectile speed on a torpedo is incredible slow that even a a fully laden trade ship can outrun or evade them. They are too unreliable and limited in ammo to really use.

If you want reverb cascade it's better if you go mines. If you can outrun them you can drop them on top of a ship and knock their shields out. Or if a player bounty hunter drops in you can run, lure him in and drop mines in his face.

Scramble spectrum's ability triggers just enough to be useful but if you stack the cannons or the packhounds on your build you'd wreck PP or Drives and they aren't going anywhere after that.

Don't rely on MLF either, that only affects low wakes not hi wakes.

Ideally, you want your target to comply without shooting. Get them to deploy their landing gear and you can see they have complied and can't jump. If that they haven't complied after 10 seconds max you need to drop their shields immediately which is where burst damage and rams shine. They'll comply once disabled or log.
 
Torp speed is definitely a difficulty... Fdev still hasn't heard about inheriting inertia? :/

Mines don't really feel like an option on a Cutter that's for sure but I can hear ya on anything smaller.
adding a layer of pack-hound and seeker (if not dumbfire FSD reboot) could definitely wreck the PP faster but throws back the entire difficulty of taking the shields down...

FSD reboot could solve the MLF issue but would have to find a careful balance of DPS/sustain to counter-act the reverb torps... and also accuracy..
Hard to imagine a full fixed frag build on a cutter... I hear ya on its efficiency it just feels impractical.

Some more tweaking to do!

Great tip on that landing-gear +1
 
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