Imperial Cutter outfitting question

Hi,

I have the following build for an Imperial Cutter, and would like some advice on any changes that should be made. Particularly in regards to hardpoints.

https://coriolis.io/outfit/imperial...GZzYhYiQ===?bn=Imperial Cutter - Combat build

This is a combat build, and I am thinking of focusing on crime sweeps, conflict zones and RES.

1. Are the turreted beams in the correct place, and should I use burst instead of beams?
2. The gimballed beams seem to use a lot of energy. Are there any other weapons I should use that are more efficient?
 
Thanks for the build.

How do you get to the point where you can afford a Cutter and have the rank to own one, but you don't know how to outfit it?

I only have one other Cutter, and I have outfitted this for long range hauling. I am wondering about just the outfitting for the weaponry and where the best place for the turreted weapons are specifically for the Cutter.

Are the turreted medium hardpoints in a good position to attack a ship when the ship is flying above or below you?
 
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Hi,

I have the following build for an Imperial Cutter, and would like some advice on any changes that should be made. Particularly in regards to hardpoints.

https://coriolis.io/outfit/imperial...GZzYhYiQ===?bn=Imperial Cutter - Combat build

This is a combat build, and I am thinking of focusing on crime sweeps, conflict zones and RES.

1. Are the turreted beams in the correct place, and should I use burst instead of beams?
2. The gimballed beams seem to use a lot of energy. Are there any other weapons I should use that are more efficient?

I prefer to keep all turrets on the top. One thing the Cutter can do is twist, so it's very easy to keep 2x large and 2x medium turrets on target. I keep 1x huge and 2x medium multicannons on the bottom.

For turret options, I use 2x medium pulse, and 2x large pulse. The damage isn't great, but I have them at Grade 4 Efficient with Phasing Sequence, so my damage bleeds through shielding, and my weapons capacitor recharges quickly even while firing them. Other common options are 2x medium burst turrets on the wing tips, and 2x medium beams on the bottom. It's all up to personal preference.

Remember you're a massive target. Since you're already using a bi-weave, put Thermal Resist on it, and use 3x resistance boosted shield boosters with 3x heavy duty shield boosters. I believe you'll find the shielding quite lacking if you don't.
 
Thanks for the build.



I only have one other Cutter, and I have outfitted this for long range hauling. I am wondering about just the outfitting for the weaponry and where the best place for the turreted weapons are specifically for the Cutter.

Are the medium hardpoints in a good position to attack a ship when the ship is flying above or below you?

The medium hp's work pretty well if you stagger them diagonally with a burst and a mc front and rear so that any target is likely to be getting it from one of each if within range.

So front left burst, then rear left mc, and front right mc, right rear burst. The huge mc really chews up hull quickly and the lg pulses work well on both shields and hull without drainong the cap too quickly or generating too much heat.

I like to use the efficient weapon mods whenever possible, especially if you get a lucky roll with a special effect.

Efficient mods help let you sustain prolonged periods of continuous fire increasing dpm at the small sacrifice of dps.

It really helps too if you mod the shield boosters 50/50 Heavy duty/ Resistance augmented.

That said, I don't think you're going to be happy with the Cutter as a Res/CZ/bounty hunter.

Vulture, FDL, FAS, Corvette are all better for that. Even the Anaconda works better than Cutter when it comes to kill time. Cutter can be used, but it's turn rate limits what you can do effectively. A Corvette with 2 Huge MC's on top just chews stuff up in no time.

Also keep in mind that turrets can sometimes hit friendlies in a furball making you wanted and resulting in everyone turning against you.
 
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Hi CMDRs...
I find that I have to constantly climb to keep all my turrets on the enemy. The lower hull on the cutter is very vulnerable.
With a powerplant upgrade I now keep all Burst Laser turrets 3T and 2x 2T Burst ... plus a Large Multi and a Huge multi....and 2 front beams to take care of all altercations.
4500Mj Shields take care of any mosquitoes while I destroy the lead ship.
 
Hi,

I have the following build for an Imperial Cutter, and would like some advice on any changes that should be made. Particularly in regards to hardpoints.

https://coriolis.io/outfit/imperial...GZzYhYiQ===?bn=Imperial Cutter - Combat build

This is a combat build, and I am thinking of focusing on crime sweeps, conflict zones and RES.

1. Are the turreted beams in the correct place, and should I use burst instead of beams?
2. The gimballed beams seem to use a lot of energy. Are there any other weapons I should use that are more efficient?
https://coriolis.io/outfit/imperial...40404020hB707056l056lv42i2f.Iw18ZZA=.Aw18ZZA=

look in the cutter appreciation thread in the ships section get the mods under my posts. You can add scb's to this build too.
 
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On my cutter I have two turreted beams up top, and turreted burst on the nacelles. On the bottom I have a huge multi cannon, and two medium multi cannons. All weapons have various upgrades.
 
Hi,

I have the following build for an Imperial Cutter, and would like some advice on any changes that should be made. Particularly in regards to hardpoints.

https://coriolis.io/outfit/imperial...GZzYhYiQ===?bn=Imperial Cutter - Combat build

This is a combat build, and I am thinking of focusing on crime sweeps, conflict zones and RES.

1. Are the turreted beams in the correct place, and should I use burst instead of beams?
2. The gimballed beams seem to use a lot of energy. Are there any other weapons I should use that are more efficient?



well I use 4x pulse laser turrets on all top hardpoints (with efficient mod) , 1 Huge Multicannon and 2 seeker pods underneath. With a charge enhanced power distributer the turrets can fire without ever draining the capacitor (with 2 pips in weps). The MC is for stripping hull and seeker pods are for knocking out modules , ive found this to be an extremely efficient setup on my ship.
 
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