Opinions on this Cutter outfittng please

I'm not sure if you are aware, but Cutter right now is the biggest problem in the heat meta :D


Fill it with thermal cascade packhounds, use boosters and flight assist off to cruise away from enemy ships and kite them at 4km range bombarding them with heat-hounds, it's actually ridiculous when you have enough skill to make it work

May well be, and makes a lot of sense.

When it comes to PvP I try to avoid meta discussions because they inevitably come with the balancing arguments I usually am not interested in. And in all my encounters in game, I've mangled cutters I come against; but that might be because my encounters with them have been three interdictions in my modded iCourier with performance enhanced thrusters, which frankly was sat on the back of their cutter before they had stopped spinning. No level of FA Off reverse thrust will keep you away from a ship travelling at modded iCourier speed.

Two of them bugged out before I could finish them, and frankly I would have run out of patience taking them down with the SCBs. But the second fight was very "Fight to the death" from the start, and luckily I think the opposing CMDR made a mistake on his SCB because it fired way too late. That or he was using an over-sized SCB method and got too risky on when he left it to fire the SCB off. And of course, once shields are down in this scenario...
 
For a general purpose Cutter this was my build for a longtime..
https://coriolis.io/outfit/imperial....AwgsIyurXI==?bn=General Purpose Cuttermk1 7A

no need for SC banks..I have 5 shield boosters 3 are resistance and 2 are thermal resist.

Burst turrets in large slots with Grade 1 longer range thermal mod..

Prismatic shielding with thermal mod.

FSD grade 4.

2 of the medium Multicannons are thermal.. other 2 mediums and the huge are corrosive.

Recently I upgraded the Powerplant and Thrusters with Overcharged and Clean Drive Tuning for the hell of it.

https://coriolis.io/outfit/imperial...gsIyurXI==?bn=General Purpose Cuttermk1 8A PP
Downside is It uses approx 13t fuel for max jumps ..has a range of 25ly..and the drift is ..hmm .. interesting/manageable ;)

It can run if it needs to or is virtually indestructable against Anaconda Elite NPCs.

In trade CGs I swap out extra fuel tank for extra cargo or if I want to SRV for materials its a vehicle bay.

Good ship.

Im saving credits for the Corvette then Ill mod that and give combat a more serious try.
Meanwhile my Fer-D-Lance does what I need it to do.. but Im STILL a crap combat pilot lol :D
o7
 
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For a general purpose Cutter this was my build for a longtime..
https://coriolis.io/outfit/imperial....AwgsIyurXI==?bn=General Purpose Cuttermk1 7A

no need for SC banks..I have 5 shield boosters 3 are resistance and 2 are thermal resist.

Burst turrets in large slots with Grade 1 longer range thermal mod..

Prismatic shielding with thermal mod.

FSD grade 4.

2 of the medium Multicannons are thermal.. other 2 mediums and the huge are corrosive.

Recently I upgraded the Powerplant and Thrusters with Overcharged and Clean Drive Tuning for the hell of it.

https://coriolis.io/outfit/imperial...gsIyurXI==?bn=General Purpose Cuttermk1 8A PP
Downside is It uses approx 13t fuel for max jumps ..has a range of 25ly..and the drift is ..hmm .. interesting/manageable ;)

It can run if it needs to or is virtually indestructable against Anaconda Elite NPCs.

In trade CGs I swap out extra fuel tank for extra cargo or if I want to SRV for materials its a vehicle bay.

Good ship.

Im saving credits for the Corvette then Ill mod that and give combat a more serious try.
Meanwhile my Fer-D-Lance does what I need it to do.. but Im STILL a crap combat pilot lol :D
o7
haha great man, well, I might spend a little more money on some internals, but I'm not sure if I really want the Military grade armor yet, 185 millions is a lot. I do have to say. Also, what's you're opinion on the weapons loadout of mine?
 
Military grade only loses 0.5ly in jump range..
Admittedly its a bit of an extravagance..
it has Lightweight mod G1 on it.

I had the same 4 pulses but I found that Bursts stripped shields a bit faster..I think you get better armour penetration with Pulses tho..
I also found Beams to be a bit heavy on power drain..I have the Bursts on a seperate fire group/button and Target Only setting .. when I get attacked I fire them once and forget about them.
Once the shields are down the 5 multies just shred whatever is range :)
4 pips SYS and 2 to WEPS .. FA/OFF..occasionally boost and turn.. its a drift fest needs lots of anticipation :)
 
Military grade only loses 0.5ly in jump range..
Admittedly its a bit of an extravagance..
it has Lightweight mod G1 on it.

I had the same 4 pulses but I found that Bursts stripped shields a bit faster..I think you get better armour penetration with Pulses tho..
I also found Beams to be a bit heavy on power drain..I have the Bursts on a seperate fire group/button and Target Only setting .. when I get attacked I fire them once and forget about them.
Once the shields are down the 5 multies just shred whatever is range :)
4 pips SYS and 2 to WEPS .. FA/OFF..occasionally boost and turn.. its a drift fest needs lots of anticipation :)
Ahh, well the Huge beam laser just seemed to be a good option due to the dmg and such.
 
Weapons choice is a personal thing.. also depends on your playstyle..
Now Ive got the 8A powerplant I can take most things off Priority 5.. its 89% power useage when weapons deployed instead of 104% with a 7A PP..
I may experiment with YOUR wepaons loadout beams might be a better choice .
have fun and good luck
07
 
If you're clearly looking for a trade build, I'll go with a CL6 shield with many boosters, maximizing cargo space. You'll get 672 tons of cargo space.

If you're leaning to a more multi-role ship, I'll go with a CL8 bi-weave. Pulse Turrets on the upper side of the ship, and gimballed MC on the lower side. (4 Pulses and 3 MC). You'll need engineering to make the ship really combat capable, the 7A powerplant needs to be upgraded if you plan on mounting some SCBs (which you should).

I'm using it as a trader right now, I'm not too keen on using it for combat, as I don't like hardpoint placement too much.
 
If you're clearly looking for a trade build, I'll go with a CL6 shield with many boosters, maximizing cargo space. You'll get 672 tons of cargo space.

If you're leaning to a more multi-role ship, I'll go with a CL8 bi-weave. Pulse Turrets on the upper side of the ship, and gimballed MC on the lower side. (4 Pulses and 3 MC). You'll need engineering to make the ship really combat capable, the 7A powerplant needs to be upgraded if you plan on mounting some SCBs (which you should).

I'm using it as a trader right now, I'm not too keen on using it for combat, as I don't like hardpoint placement too much.
I'm not going for a "trade" build, however. I have so that if I need to have a little cargo with me, I'm very well able to do so.

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Weapons choice is a personal thing.. also depends on your playstyle..
Now Ive got the 8A powerplant I can take most things off Priority 5.. its 89% power useage when weapons deployed instead of 104% with a 7A PP..
I may experiment with YOUR wepaons loadout beams might be a better choice .
have fun and good luck
07
Yea, currently I need a better PowerPlant since I'm at 114% Power usage.
 
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