Ships Got the Cutter. Love it, but have no use for it?

Just yesterday I heard someone, I think it was on on Lave Radio, say that the Cutter was a very good mining platform.
I already have Anaconda for that, and I think it's even better. Less cargo, but it's way way less annoying to get around rings. Cutter is fast, and it's an argument. But it needs literally kilometers to stop from it's top boost speeds. Might as well use asteroids as brakes, but it just feels wrong :)
 
Wing haul missions, the cutter can do them in just a few hops. If you find two stations with opposite missions its better money than mining ever was. The pirates also drop pharmaceutical isolators so pack guns and such.

Just remember not to boost coming out of SC in front of the station because you'll bounce off the front and maybe get stuck in the toast rack thus looking bad in front of the noobs.

Which is why I named mine the "Stopping distance" as a reminder not to do that (doesn't work).
 
Wing haul missions, the cutter can do them in just a few hops. If you find two stations with opposite missions its better money than mining ever was. The pirates also drop pharmaceutical isolators so pack guns and such.

Just remember not to boost coming out of SC in front of the station because you'll bounce off the front and maybe get stuck in the toast rack thus looking bad in front of the noobs.

Which is why I named mine the "Stopping distance" as a reminder not to do that (doesn't work).
I've already learned how to get my boost fix near a station AND dock without accidents. I use same technique I've used for years in an Anaconda. If you turn 90 degrees while you are at high speed, and drift you have to start rolling. And you will stop much faster than reverse thrusters ever could :) Now, why it works I don't know but I have an idea. Perhaps lateral and vertical thrusters produce much more thrust on initial activation than if you leave them burning. Perhaps to give ships more responsive and twitchy feel. So when you roll, you keep activating different groups of thrusters over and over. I don't know. But it works. Old trick :)
 
It's great on small pads...
:ROFLMAO:
Famously. Here's one leaving a hangar and taking off from a small pad.
Cpex6Rz.gif
 
When I first bought it, I used it as a panite mining ship.
Latterly, I have converted it to a mass hauler and I am currently repairing stations as part of the IDA initiative.

It's got a slight higher top end cargo capacity over my Type-9.
 
When I first bought it, I used it as a panite mining ship.
Latterly, I have converted it to a mass hauler and I am currently repairing stations as part of the IDA initiative.

It's got a slight higher top end cargo capacity over my Type-9.
I will definitely consider it as a hauler if I ever need one. Considering that I've already outfitted and engineered all core internals as if it was a combat ship, it should make for some safe trader.
 
If FD ever gave us 200t or larger cargo missions, and enough of them, I'd buy one again. But currently I have a hard enough time getting elite 180t and 120t missions for my vette. :(
 
If FD ever gave us 200t or larger cargo missions, and enough of them, I'd buy one again. But currently I have a hard enough time getting elite 180t and 120t missions for my vette. :(
I see missions and wing missions for these (those?) all the time. I do spend all my time on large pad stations though.
 
I will definitely consider it as a hauler if I ever need one. Considering that I've already outfitted and engineered all core internals as if it was a combat ship, it should make for some safe trader.

My large traders all start as warships. Make it well protected and deadly combat test and tweak it, then switch the optional internals for cargo bays leaving all the dakka, utilities, big shields and SCB's intact.

You lose a few lightyears jump range but its worth it.
 
My large traders all start as warships. Make it well protected and deadly combat test and tweak it, then switch the optional internals for cargo bays leaving all the dakka, utilities, big shields and SCB's intact.

You lose a few lightyears jump range but its worth it.
I'll be honest - on majority of my ships I don't carry SCBs :) Especially if I don't intend to hang around and fight. Even in some combat ships, like FAS. And in a Cutter, especially trade Cutter - there's no NPC interdiction that would warrant an SCB, and there's likely no player interdiction that I would survive in a trade Cutter. Even with SCB :) So it's better I just boost, and wave goodbye. It's not like they're going to stop me.
 
I'll be honest - on majority of my ships I don't carry SCBs :) Especially if I don't intend to hang around and fight. Even in some combat ships, like FAS. And in a Cutter, especially trade Cutter - there's no NPC interdiction that would warrant an SCB, and there's likely no player interdiction that I would survive in a trade Cutter. Even with SCB :) So it's better I just boost, and wave goodbye. It's not like they're going to stop me.

The way I see it the military slots are reinforcements or SCB's and a trade ship shouldn't be hanging around shields down, so reinforcements just gimp your manoeuvrability without being useful. Lightweight hull as well as you say boost if its a fight you can't win.
 
Armed freighter for mission running and taking down mission generated Condas for extra bounty cash and a few G5 materials on the way. Legacy size 5 prismatic, so capacity on par with the T9.
 
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