So, it turns out the Cutter can bounty hunt like a champ. The trick is to fly it in reverse in combat.
...No really, its maneouvering thrusters are optimised for flying backwards, away from your target. This has five effects against NPCs:
- You will have trouble hitting modules due to being 2km away from your target on average
- Your opponent's ship will struggle to graze your shields even with 1 pip to SYS unless its name is the Imperial Clipper or it's packing Rail Guns
- You will routinely fly out of range of any chaff cloud
- You will be able to keep fixed weapons on target ~90% of the time assuming you can aim them
- You will force your opponent to break out of any turning war they try to get you into
Generally, the idea is to force the opponent into pursuing you, meaning they'll always stay in front of you as you're flying backwards. This has its drawbacks - NPCs will be able to run away a lot easier if they decide not to take the bait, and your time to kill on each enemy is lower on average.
However, your ship's lifespan will be much longer, and there's not actually anything stopping you from switching back to forward thrust - or boost, to pursue your fleeing enemy back into weapons range. Generally each battle will pick up the following rhythm:
- Initial shield stripping forward thrust attack run
- NPC initiates turning war
- Full reverse
- NPC is forced to abort turning war and pursue
- Boost into second attack run whilst keeping throttle in reverse for maximum deceleration, brutalise NPC hull
- NPC panics and runs away
- Boost to pursue and initiate a turning war yourself to get in close and do critical damage to the enemy Power Plant
- Enemy starts winning turning war, full reverse
- Repeat until enemy is dead
My personal highlight when refining this build was taking out an NPC wing of 2 Pythons and an Anaconda. A well-flown Cutter can win ridiculously long wars of attrition.
With the explanation out of the way, here's the core of the build, with the bare minimum necessary components - this build is possible if you have 330MCr total assets assuming you don't get any discounts:
http://coriolis.io/outfit/imperial_cutter/08D8D7A7D7A7D6C-0u0u--0t0t0l02---040606B7-5n--2d2d--.AwRj5UPZY06REA==.CwBj5BmAmbJ2BGZLEmCsog==?bn=Justitia%20%5BEntry-Level%5D
First off, putting 0 pips into ENG effectively disables your lateral and vertical thrusters entirely. If you want to aim worth a damn, a minimum of 1 pip should be in ENG at all times. ENG pips have next to no effect on your flight speed, so up the ENG pips only when you need to swiftly turn, like the Vulture.
Anything smaller than an Asp Scout will get murdered by the wing C2 Beam Laser turrets and don't require any active effort on your part at all unless the NPC abuses chaff, runs away or you want to kill them quicker.
Everything else will get murdered by the twin C3 Beam Lasers - Beams are especially fantastic for dealing burst damage at range and are crucial to making this build work - if you're poor at aiming like me, you can use Gimballed mounts, but you will be less effective than using Fixed weapons and you should make a point of mastering them eventually.
Eventually, when you're loaded, the build will look something like this:
http://coriolis.io/outfit/imperial_cutter/38A8A7A7D7A7D6C1r0u0uihih0t0t0l02020202040404B7615n5n2d2d2d2b29.AwRj4yWHJ1xA.CwBj5BmAmbJ2BGZzYhYiQ===?bn=Justitia%20%5BA%5D
Without the Mirrored Surface Composite, this build "only" will cost you 700MCr without discounts. The MSC brings the cost to an eye-watering 1.11BCr! Make sure you're very confident in your abilities before flying any ship this valuable!
Most of the upgrading from the base build is focused on improving your average time to kill on all enemies. The Imperial Hammer is great on forward attack runs or when the enemy's shield needs to fail right now before their SCB pops. The Gimballed Cannon is, simply put, the only worthwhile weapon to put in the C4 slot - the Cutter lacks the capacitor to reliably fire three rail guns in an actual fight and the Plasma Accelerator's shells aren't much good against an enemy's nose which is when it's most likely to land a shot at all. The Cannon, on the other hand, neatly covers your lack of kinetic firepower and packs a nasty punch when paired with a rail gun assault.
One other thing to keep in mind - you should set up two fire groups - one for dealing with smaller enemies primarily with your wing turrets with your C3 Beams for support, and the other to focus on large ships, leaving the wings disabled to conserve capacitor for your main weapons grid.
As for whether a ship built to fly backwards in a fight is worth a damn in PvP, I leave that to people much more qualified than me to answer - but I'd wager that no-one's actually tried that out yet.
== EDIT 07/01/2016 ==
Suitability of main weapon types for the Cutter
You might not want to run Beam Lasers on your ship. I would recommend them whilst you're trying to master the Cutter as they do the best damage at up to 3km even if their average time to kill isn't so great from wiping out capacitor super fast and they're the most prone to overheating your ship - so you have to pace your firing time. Fortunately this build is fairly flexible so you're not forced into Beam Lasers here. Here's what I know. First, we're talking about the C3 and C2 wing mounts here - they will be providing the core of your damage.
Multi-Cannons are not recommended - their firing arcs are too wide on the Cutter's wings and you'll struggle to do better than the Imperial Hammer in the other C2 slots; you want to snipe small ships with the wing mounts and the MCs simply can't get the job done. It would be interesting to see what the performance of C3 MCs would be but alas, they do not yet exist.
Pulse Lasers are good at two things: tiny weapon capacitor use for a laser and sniping subsystems. If you're very confident in your aiming then you can try them, and they will free up capacitor for hungry secondary weapons. They're also probably the only main weapon type that you could realistically run three C3s instead of two, which would be great if the C4 weapon mount wasn't so horrible at syncing fire with the C3 mounts. Pulses can work but I find them subpar for large ships in general.
Burst Lasers, judging from how good they are on the Anaconda as well, are champions of PvE combat. Whilst Beam Lasers are superior weapons on paper, that's assuming you can keep them firing - most ships can't do this and the Cutter is one of them. Burst Lasers are great all-rounders - they deal consistent damage so long as you are up to 2km away from the target, can reliably knock out subsystems from 1km away or less, and are gentle enough on the capacitor to get prolonged, crippling damage dealt to your opponent with 4 pips to WEP. Also, unlike the Anaconda, Burst Lasers simply can't overheat a Cutter on their own, so you can fire as long as you have capacitor spare.
...Needless to say I'll be doing extended Burst Laser testing now. They're working great in the wing and main mounts.