Ships Imperial Cutter - Weapon Loadout

I've just arrived back to the bubble from a trip to Colonia in my Cutter, complete with a shiny new Shinrarta Dezhra system permit, a decent amount of credits and a desire to find something new to work on, and so I'm looking for the benefit of collective knowledge.

Since acquiring my Cutter I've engineered the shields, alloys, thrusters and FSD to G5 so I'm happy with things from those POVs, but the one aspect I've never put huge amounts of work into are the weapons. My current loadout is:

  • 4A Gimballed Beam Laser (G3 Efficient + Stripped Down)
  • 2x 3C Gimballed Multi-Cannons (G2 Overcharged + Auto Loader)
  • 4x Turreted Pulse Lasers (G3 Efficient + Stripped Down)
Before I get into engineering things to the higher grades, I'm just looking for some advice as to whether what I have is worth sinking time and mats into to get those G5 benefits, or whether I'd be better suited by making some changes and starting clean. For context, I'm looking for a PVE setup and, although my combat rank claims that I'm an Expert, I'm about as average a pilot as you'll find.

Any suggestions or advice greatly appreciated. o7
 
Can't help you exactly cause I use my Cutter as an Uber. But my Corvettes I utilize three top slots with gimbals multi cannons (over charged/over size) two gimbals pulse laser's (over charged/oversize) and the two smallest are gimbals (long range/over size). The long range gets their attention, and continues to fire until they get closer in which case the other two kick in and their shields are gone. Then the multi cannons take out their hulls.
 
  • 4A Gimballed Beam Laser (G3 Efficient + Stripped Down)
  • 2x 3C Gimballed Multi-Cannons (G2 Overcharged + Auto Loader)
  • 4x Turreted Pulse Lasers (G3 Efficient + Stripped Down)
The weapons and mods that you have chosen are perfectly fine, and will serve you fairly well in PvE. The auto loader secondary on the MCs is one of the best secondary effects for MCs along with corrosive, you don't need to change anything there. I'm not too sure why you have the stripped down secondary on your lasers though. Stripped down is really only useful if you are trying to keep weight down, and considering that you only cut out 3.2 tons of weight on a 1100 ton hull, I don't really see the point unless you're trying to use 6A thrusters or something (I would definitely question your sanity if you were).

For the beam laser, I would recommend going with the thermal vent secondary instead of stripped down. Thermal vent will keep your ship nice and cold when you're firing the beam, and could potentially have enough cooling power to use multiple SCBs without heatsinks or overheating (you may want to test this on your build before tossing your heatsinks).

For the pulse lasers, I'd recommend getting a mix of emissive and scramble spectrum (preferably on of each on the top and bottom of your ship). Emissive improves gimbal and turret tracking against low-visibility targets, and scramble spectrum causes random module malfunctions with shots to the hull (unfortunately it doesn't stack and has a cooldown).
 
Personally, my CZ cutter has the following:
  • 2 large turreted pulse lasers, G5 long range
  • 2 medium turreted pulse lasers, G5 focused, one with emissive
  • Huge gimballed pulse laser, G5 long range
  • 1 pack hound rack, G5 high capacity, drag munitions
  • 1 imperial hammer, G5 lightweight, super penetrator
I'd go with LR instead of lightweight on the hammer, but I'd have to shave off some power consumption elsewhere in the build. I went with focused instead of LR on the medium lasers to compensate for the low AP. All turrets are on the top hardpoints, with the manually controlled ones on the bottom.
 
2 large turreted Beam - efficient/thermal vent
huge multicannon gimballed - overcharged/corrosive
2 turreted Bursts (top) - long range/Oversized
2 multicannon gimballed (under)- overcharged/autoloader

I'm exceedingly happy with it, and I'm not. I was thinking on switch to long range and Bursts on the two large, but they can strip shields as is fairly fast and fire for a while. Still thinking it over. If your using gimballed, then I'd suggest switching the corrosive to one of the unders. I found that I was using one side or the other more often when I first got started, but I've gotten better at that as I've gone along.

This is what she looks like in her war paint. I went to turrets because I go into CZs and everything fast and small just loves hanging on your tail and shooting your feathers off. I pVe.

 
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I haven't done too many different loadouts for this ship, because I find this one to work so darn well.

Huge Gimballed Beam (Long Range, Thermal Vent): LR turns your damage drop off on a beam from 600m to 6000m! If you can target them, they're close enough for the beam to be at full power. This is useful since the Cutter's boosters do allow you to prevent pursuers from maintaining a tight joust. The positioning on this hard point is great for a gimbal mount.
2x Pack-Hound (High Capacity, 1xThermal Cascade, 1x Drag Munitions): The drag munitions hold your target in place, and the thermal cascade can impart a really problematic amount of heat onto your targets. These will heat you up a lot, so if you can't keep your thermal venting beam on, watch your temp. Standard seeker missiles are also effective in this slot if you do not have access to pack-hound, but I would put them both as drag munitions as the thermal cascade will be ineffective on single hits.
2x Large Turreted Pulse Lasers (Focused, Phasing Sequence): There's something about damage hitting their hull directly that makes people sweat, especially if you can maintain targeting on specific modules like power. Phasing isn't really that impressive for PvE, so you can use Overcharged here for higher DPS.
2x Medium Turreted Multicannons (Overcharged, 1x Incendiary, 1x Corrosive): You don't want a range increasing modification for kinetic weapons because of projectile travel time, so a DPS increase is generally better. Incendiary helps you defeat shields and heat hulls, the corrosive weakens hull hardness.

The two large and last two medium hard points are both top mounted, and I prefer those for the turreted weapons; In this way, as long as the top of my ship is facing my target, my turrets are firing. I mounted the missile racks in the first two medium hardpoints because they are under your nose, and not able to converge with your upper weapons.

Fully engineered, and with 4 pips to weapons, you should be able to fire continuously long enough to destroy most ships that aren't large; You may occasionally have to rest your huge beam on beefier targets. When the target is using chaff, don't forget that seeker missiles don't care, and it is sometimes best to un-target to both save ammunition on your turrets, and to allow free-aim of the gimballed huge hardpoint.
 
  • 4A Gimballed Beam Laser (G3 Efficient + Stripped Down)
  • 2x 3C Gimballed Multi-Cannons (G2 Overcharged + Auto Loader)
  • 4x Turreted Pulse Lasers (G3 Efficient + Stripped Down)

Thanks to all for your help and suggestions. o7

I've made a few tweaks to various things as a result of the advice given, and I'm currently running:

  • 4A Gimballed Multi-Cannon (G4 Overcharged + Corrosive)
  • 2x 3A Gimballed Beam Lasers (G3 Efficient +Thermal Vent)
  • Pulse Lasers as above
I'm currently working on finishing off the Multi-Cannon to G5, and then I'm going to look at getting the Pulses to G4 efficient (as high as The Dweller can take them, and the only Engineer I have who could do better is Mel Brandon in Colonia) and changing the experimentals on them as suggested in this thread. In addition, I've upgraded my Power Distributor to G5 Weapon-Focused. It's still a work in progess but I'm really happy with the results and really grateful to those who have pointed me what seem to be great directions.
 
Personally I'd put all the turrets on one side - I've run with an all-turret loadout before, and the range of angles where you can get both top and bottom turrets on a target is so small that you might as well be running gimbals, and whenever I had a target pass me I found myself rolling to keep them on my upper side, leaving the bottom turrets idle most of the time.

That said, if you're prepared to run them fire-at-will, Long Range or focused pulse lasers covering all angles can be great at controlling aggro in a conflict zone. You're in a cutter with a big ol' shield and the speed to disengage at will if things get hairy - sure, you might not score many kills this way, but with the way new CZs are set up, you can effectively tie up the enemy team by making them concentrate on chasing you, which means they're not killing your own team's NPCs. Do it with a wingmate and you can get a classic tank/DPS combo going on.
 
In addition, I've upgraded my Power Distributor to G5 Weapon-Focused. It's still a work in progess but I'm really happy with the results and really grateful to those who have pointed me what seem to be great directions.
So here is the one thing to think about. The reason I chose charge enhanced/super conduits is because it gives me more flexibility when it comes to pip management.

If I need to get the heck away, but I do not want to low or high wake out - I can almost continuously boost putting 4 pips to engines.

I bit off almost more than I can chew by hitting a wing of three? Split the pips between shields and weapons.

I got one of those wing mates left? Put 4 pips to shields and I'll play with my food because it is impossible for a single ship to take down my shields... Unless I'm facing highly engineered NPCs, but that's part of the learning curve.

Going Weapon-Focused is going to change your tactical flexibility. Nothing wrong with that, just an FYI.

Yea, Broo Tarquin is the G5 energy weapon guy in the bubble and that's Liz Ryder -> Hera Tani, but G3/G4 gets you most of the way there once you add the experimentals.
 
So here is the one thing to think about. The reason I chose charge enhanced/super conduits is because it gives me more flexibility when it comes to pip management.

If I need to get the heck away, but I do not want to low or high wake out - I can almost continuously boost putting 4 pips to engines.

I bit off almost more than I can chew by hitting a wing of three? Split the pips between shields and weapons.

I got one of those wing mates left? Put 4 pips to shields and I'll play with my food because it is impossible for a single ship to take down my shields... Unless I'm facing highly engineered NPCs, but that's part of the learning curve.

Going Weapon-Focused is going to change your tactical flexibility. Nothing wrong with that, just an FYI.

Yea, Broo Tarquin is the G5 energy weapon guy in the bubble and that's Liz Ryder -> Hera Tani, but G3/G4 gets you most of the way there once you add the experimentals.
As an addendum to this, G5 charge enhanced actually gives you better wep recharge rate than G5 weapons focused (+45% vs. +44%). With G5 weapon focused you are really getting a larger wep capacitor (+60% vs -5%) rather than a better recharge rate.

As a general rule of thumb, charge enhanced is a far more versatile mod than engine/systems/weapons focused. I don't bother with systems or weapons focused since I will eventually be upgrading to a G5 mod (I have charge enhanced pinned for easy access), and typically only use engine focused on ships where I undersized the distributor but still want to be able to boost.


Actually thinking about it, the engine/systems/weapons focused mods could use a small buff to increase their respective recharge rates above that of charge enhanced.
 
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