Alternatively you can set only one camera, set the number of frames of your scene to the number of cameras you have f.e. 7, then the Animate the main camera to move for each frame to the position you want, you can also animate the FOV, Exposure and other controls with some limitation though (settings that need activation like DoF, Perspective control, clipping etc).
Lastly you will see that the camera will move with every frame to the preferred position and you will be able to render animation as still frames. It’s a nice trick kinda unreliable at times, but saves a lot of time if set correctly. The camera can be easily aligned both in position and rotation in both C4d and 3ds Max, be mindful of camera target.
None of those are an issue and also can be animated btw. We even render perspective views and 360° views with one and the same (keyed) camera. However camera clipping on/off state is still broken (see ticket #14636, can be keyed but is disregarded rendering a sequence).
The remaining problem here is, that you cannot key and override the output size.
For me it’s no “trick” since 3ds Max is an animation software after all and it simplifies and speeds up many things. You also don’t go to a shooting session with 81 cameras for 81 images in real life, do you? ;] There is absolutely nothing I know about to be named “unreliable” except Corona bugs.