PVE Cutter 2.3 Multicrew - Loadout Thoughts?

Running mine with 4 long range pulses turrets on top, all with scramble spectrum, on the chin 3 multi, OC, the huge with corrosive effect or 3 efficient PA
 
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Running mine with 4 long range pulses turrets on top, all with scramble spectrum, on the chin 3 multi, OC, the huge with corrosive effect or 3 efficient PA

I need to experiment with long range mods more. Just need to find some more Cracked Industrial Firmware.
 
Btw Why Corrosive on the huge? This a 2.3 change?

Corrosive and OC reduce the ammo count. The slow rate of fire of the huge multi makes ammo last much longer than it would be on a C2 multi. Plus some OCD on my part, and so having the center weapon with corrosive and the 2 C2 only with OC for nice and even spreading :p

Also, may I suggest you to follow this for your cracked industrial firmware. It has worked great for me https://forums.frontier.co.uk/showthread.php/325102-Cracked-Industrial-Firmware
 
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Corrosive and OC reduce the ammo count. The slow rate of fire of the huge multi makes ammo last much longer than it would be on a C2 multi. Plus some OCD on my part, and so having the center weapon with corrosive and the 2 C2 only with OC for nice and even spreading :p

Also, may I suggest you to follow this for your cracked industrial firmware. It has worked great for me https://forums.frontier.co.uk/showthread.php/325102-Cracked-Industrial-Firmware

MEF and CIF, got 10 of each so far, I've been following a table someone uploaded, which contains only those bases without trespass zones, which seems to be working great.

Question, on your med multicannons are these OC Incendiary?
 
Maybe i missed some patch notes, but from what i can gather Incendiary gives off too much heat now and damages the kinetic dps too much.

So I'm assuming it's best to just have one corrosive and rest without secondary effects
 
Maybe i missed some patch notes, but from what i can gather Incendiary gives off too much heat now and damages the kinetic dps too much.

So I'm assuming it's best to just have one corrosive and rest without secondary effects

For incendiary, I go with efficient, as I don't have an A class PP yet. It keeps thermal load, distributor draw, and power load down while slightly increasing damage, even with the 5% rate of fire reduction.

Even so, OC can definitely overpower base PvE shield resistances due to the high damage increase, way more so than incendiary. It just comes down to what your PP and Distributor can handle.

So, yeah, I would say incendiary is rarely worth it when you can handle regular OC weapons.
 
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Running mine with 4 long range pulses turrets on top, all with scramble spectrum, on the chin 3 multi, OC, the huge with corrosive effect or 3 efficient PA

Running this exact loadout right now. It seems to be working nicely, hood mix of thermal and kinect.

Thanks for the suggestion. I guess it'll only get better too with 2.3, once tracking on turrets are improved with a player controlling them.
 
Railguns are quite useless in PVE, unless you really, really, REALLY like that sort of Sammarc-branded "challenge".

You should try long-range turrets instead of efficient. 5km range + no damage falloff + no jitter if controlled by player makes them extremely effective. Problem is, Cutter isn't really good for anything but efficient weapons due to its C7 distributor, so you might want to take Conda or Vette.

I find Rails with plasma slugs to be quite useful for shield stripping due to their high dps.
 
MEF and CIF, got 10 of each so far, I've been following a table someone uploaded, which contains only those bases without trespass zones, which seems to be working great.

Question, on your med multicannons are these OC Incendiary?

The C2 multis are pure kinetic damage overcharged G5.
 
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