Cytoscramblers

Holy smoking shield rings, Batman! These things are great! I picked up a set of two and eight more as backups this evening. After briefly testing the cap draw on my DBS, I opted to go the oversized short range blaster route. The extra heat is inconsequential given the heat efficiency of that ship, and the other experimental effects are a net loss on damage in my opinion.

So I took my new guns on a couple of assassination missions, and they are monsters. Each does nearly 50dps to shields and at 4 pips to guns the capacitor keeps up for ages. I smoked the shields on two NPC Corvettes and ate through their banks both times. This sort of damage on a class one weapon is silly! Needless to say my heatsinks and Imperial Hammers are thankful for their new burst laser friends, as I no longer have to chew through ammo from both to take down shields while trying not to cook. The Hammers come out for sub-system sniping now, it's a beautiful combination.
 
Cytoscramblers are the perfect example in this game of a weapon that's extremeply powerful in the right hands, on the right ship, but near useless in the hands of someone that doesn't know how to use it, so most players overlook them because you can't just point at the opponent from 2k out and hold the trigger down, you actually have to fly to get the most out of them.

I run them on my DBS too, though I went with efficient/phasing.
 
Cytoscramblers are an example of weapons that reward skill and experimentation- they are truly the Kinder Eggs of the laser world.

If you do shop, shop responsibly though and pay that Powers Discord group a visit. Harma has fantastic rum rares and superb meaty burgers....
Hell, I do my module shopping by undermining the nearest anarchy control system that isn't mine.

Which reminds me, someone flipped Caberani away from anarchy recently.
 
Hell, I do my module shopping by undermining the nearest anarchy control system that isn't mine.

Which reminds me, someone flipped Caberani away from anarchy recently.

Quick tip: gov types make no difference when undermining as the Powerplay bounty system is independent of C + P. So, even in an anarchy you'll still rack up bounties killing enemy ships.
 
Quick tip: gov types make no difference when undermining as the Powerplay bounty system is independent of C + P. So, even in an anarchy you'll still rack up bounties killing enemy ships.
It's not so much the bounties that bother me - or does killing powerplay ships not summon local authorities either?
 
Not normally. But killing PP ships will give you a bounty with that power, and the next time they scan you they will attack without warning. Not that it matters, PP NPCs are like being attacked by kittens made of smoke.
Nice. The power bounties I didn't particularly care about, but if I can just do my thing and not worry about regular bounties and notoriety then that's great.
 
I forget where I undermined, but it wasn't limited to one power. I do find myself gravitating toward Eddie's systems though, something about his stupid face is just so punchable.
 
Now put phasing on them and do hull damage too

I prefer to melt the shields and get straight to plinking at modules. I tried phasing before on huge burst lasers and it only ever did about 10% hull damage, which wasn't great especially since I've always preferred to disable ships with shots to the powerplant.
 
Could you elaborate? How do the two interact?
The corrosive effect on enzymes doesn't penetrate shields but leaves a fun damage-over-time effect that lets you smack 'em and forget for a while as it takes ages to wear off. A lot of people dump on enzymes since regular dumbfires do damage immediately instead of doing it slowly over time, making them a bit of a niche weapon.

That said though - I've not seen much in the way of research on the damage types. People complaining "ugh regular dumbfires do more damage" might be finding this true against NPCs with negative resistances against explosive damage. If the DoT effect is caustic damage rather than explosive, then suddenly against engineered hulls and reactive armour they're a lot more potent in the way that PAs are.
 
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