This morning a message was shared with the community giving us insight into the decision making behind the changes to the pilot's access to the Corsairs weapons. I want to share that I believe that this is a good thing, and I implore you to do this more often, and as a member of the community I wanted to provide some feedback as to why using the value of "most kills" in isolation may be affecting the decision making without a holistic review of why this ship is being used so frequently. Right now for any player that wishes to engage in ship to ship combat and make some credits there are a few options, PvP bounties, PvE bounties, unlawful PvE contracts (Vaughan in particular). The PvP player bounties are currently broken in the verse, as they either do not show up as missions for most players (confirmed by most of my Org), OR, after accepting the contract you don't receive any objective marker. So currently, these are off the table. For PvP bounties (lawful or otherwise) the payout is quite low, so players maximise as much profitability as possible, be that via the use of salvage crews coming in after the fight to pick the bones of the wrecks, or (and this the most frequent) via retrieving any valuable cargo left on the vessels. Right now the most valuable cargo you can find would be Maze or Weevil eggs and Weevil eggs certainly appear more frequently than Maze, and Weevil eggs can only be sold at scrap yards / ground stations. These places also vary in payout, from around 80K per SCU up to 120K per SCU, with the highest payout received in Microtech. The Vaughan missions in particular seem to have the highest frequency of dropping Weevil eggs, and any player who takes these contracts aims to accept these missions when their location is in space, which is Primarily in Crusader. In addition, the player doesn't simply get lucky each time, so they are going from contract to contract in order to pick up as much illicit cargo as possible. With that in mind, you don't want to be stopped and scanned or risk losing the profits of your work. Right now the Corsair offers nearly 5 hours of flight time, which is around 4 hours more than it's comparable rivals, in addition to being able to quantum travel twice as far before needing to refuel. This is very important as avoiding refuelling reduces your chances of being scanned. Combine this with some of the ships features such as the elevator, which allows access on top of vessels which have fallen upside down, and suddenly you realise a lot of it's strong points aren't the weapons at all, but it's thoughtful ship design. So, a player doing this looking for a few things out of a ship to get the job done, such as good shields, good firepower, cargo space, a quick quantum drive, quantum tank capacity, and easy of access in and out of the ship. There are only really a few contenders in this space, and here's the pros and cons as to why they are not used above the Corsair; Andromeda (and other constellation variants) - These are very similar to the Corsair, however, the ease and speed of entry / exit from the vessel in comparison to the Corsair makes these less likely to be used. The smaller fuel tanks (Hydrogen and QT) make this a lesser viable option. Also landing/tipping can be an issue and the ship can jump around a bit when opening/closing the elevator. Redeemer - Tanky, great shields and enough firepower to get the job done, but needs more crew and only holds a very small amount of cargo, so not worth using. Hercules series - Large shield, decent HP, good weaponry, very good cargo space. Landing at the ground stations can be a challenge and if you run into another player there is no way of defending yourself due to it's manoeuvrability. 600i Explorer - Large shield, decent HP, but too slow in combat as you're unable to get away if your shields go down. Decent weaponry and capacitor, but you also have a limited cargo space and entry/exit takes an age. There may be other options than those listed above, but these are the options I have used and are most familiar with. I guess in summary the Corsair offers superior flight time, QT range, ingress/egress with access onto down ships easier, and is manoeuvrable enough to at least attempt to fight back if you run into another player, unless they're half decent. The firepower is a bonus, but it's not the be all and end all of the ship. As soon as you strip those weapons we will move onto the next ship on the list, most likely the Andromeda. But what signal does this send to players? It tells us if you use a ship, don't use it for fear of it being culled. With that in mind, it also makes me strongly consider whether or not I purchase anymore ships, for fear that it will be stripped of it's functionality for the simple reason that it is being used and functional. If there are more reasons behind the decision to remove the two guns from the Corsair can you please detail these? Not to be open for criticism, but for the end users to provide some feedback on these decisions, as I currently don't believe that the decisions are being taken holistically at all based upon the game in it's current state.