Comments
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how did u get so much money to be able to buy and upgrade all these big ships, i have been playing since the original beta, most i have made so far is bounty hunting and got 7mil in a viper :' (
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C7 PD and a pitch rate that makes makes the type 9 viable. Turrets may have good DPE but loose so much on DPS it's not a worth while tradeoff. That an turrets rarely attack one target at a time and have poor angles. For combat a cobra MK 3 can give it a run for it's money in time to kill for NPC hunting. The Cutters utterly poor maneuverability means you take a lot more hits and have much more downtime (unless you are hunting with police). FDL, FAS, Conda, F.Corvette and many others are easily twice as effective combat ships for PvE. Though for mining or trading, it's top dog.
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i use mine for exploring and its perfect for me. ok the jump range is a bit low compaired to the anaconda, im getting avarage 35ly jumps with a havent got a clue engineer roll. my last trip to colonia and back i had 100% on all systems docked back at sol. taking zero dmg means i could lighten the load for more jump range but shields and auto field maintenance units are like a condom, rather have them and not need them. im finding the cutter very hard to part with so was well worth a buy.
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how should u be able to make so much money? All these missions i find are like "kill 20 enemys and waiste ur time for not even 100k credits"
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A beautiful ship design. Wasted on this game where you will only ever use it as a large fighter because all this game really is is a first person dogfighting game.
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Include more footage of combat with different setups....
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im thinking of getting this game in march, but after looking at the videos showing combat, it looks like 2stroke bi-blanes in syrup space.
are there ships/loadouts with decent burst damage but actually have and keep their speed in a fight? -
I just might buy the game for this ship. It is damn sexy looking. Reminds me of the White Star from Babylon 5.
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I dont care if this would even suck in combat....its so damn sexy
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I love the Cutter, but you do need to be aware of it's faults when you outfit it. For example, an all laser build on a ship that has an undersized distributor... even with engi modified distributor it's still a really, really bad idea. Don't even get me started on turrets (they're just bad, imo. Use gimbals and fixed, instead, they work great on this ship with a bit of practice). You can't use all beams and bursts and expect any ship's PD to cope. Switching to a combo of fixed pulse / gimbaled multis would work a lot better, and possibly throw in a rail gun with the cascade SCB disrupting effect if you're going to be playing in open. I realize some of these weapons can run out of ammo, but seriously, mats you need for basic reload synthesis are very common and very quick to stock up on.
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The Cutter is a fantastic ship, but requires a lot of experience in getting the most out of it. As for power issues. I have a 7A powerplant instead of an 8A but with grade 5 overcharging it has more than enough to power everything and still have power left over. In fact i have 28% extra that I don't need. Have 4 turreted grade 4 focused pulse lasers with phase sequencing. 2 large overcharged corrosive shell grade 5 multicannons and 1 huge overcharged grade 5 corrosive shell multi. Power distributor is a 7D grade 5 charge enhanced. It is more than enough to fire all 7 weapons at the same time almost indefinitely. It is enough to keep boosting continuously the 8A grade 5 dirty drive thrusters and the grade 5 FSD gets me 30.15 LY jump range with all that plus a ship launched fighter and an SRV bay and still have 128T cargo. I took it to a haz res site for a 4 hour bounty hunting session. The 8D grade 5 reinforced shields and 6 0E grade 5 boosters give 3000mJ and not once did they go down in the whole 4 hours of non stop fighting (it got down to half a ring left). It is an amazing ship that is one of the best all rounders but needs engineering and time to learn how to use it at its best. You don't need all grade A to get the best from it. In fact engineered D grade or one class lower A grade is often better for the weight saving that gives it better jump range. Because it is much lighter, it turns and handles much better than a regular cutter would. Definitely worth a buy if you engineer the ship. As a stock ship it is just good for trading.
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looks like a frog
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It's not a slow ship. It's the fastest of all the heavies and almost as fast as a lot of the fighters you'll see. You don't have to turn with them. Boost, FA off, fly backwards. Even the most nimble of fighters will have a hard time staying behind you.
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now comes the question of, after 2.2 is there any place for an imperial grind, I'm already at 100% earl but can't find a suitable system for the final rank
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I wouldn't say this is a combat ship
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6:41 all I can think of with that angle is the planet express ship
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I didn't really like the video, a bit to short for a comprehensive review and I don't think you actually said anything that would help me decide whether or not to drop 200 mil (and a month of grind, you didn't even mention that) on this ship. Wouldn't mind knowing the actual use for the cutter (Trade, you barely touched on that), example loadouts, how it works with engineers etc...
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just mount 2 beam turrets on back and rest multicannons with incendiary and corrosive shells upgrades :), you will rip the shit out of anything and try C bi-wave shield with 5 grade thermal resistance :P
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nice channel, good video too
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Only bought this for my sothis and ceos runs and now thanks to this money maker i just became a billionaire :)
7m 5sLength
Imperial Clipper Review and Gameplay, a bit with fighters aswell. Again, the combat went horrid! But it still gives a good representation of what the ship feels like. I hope you guys enjoyed! For more Reviews check the 'Reviews' Playlist! :D Thanks for watching & Please Subscribe! :) Would be amazing! Cheers CMDR's!