Are Cytoscramblers good now?

Any weapons with thermal damage will take out shields faster. Shields have lower thermal resistances and so will take extra damage.

The weapon you are referring to is a burst laser meaning it fires three shots per trigger pull as opposed to the beam which is a continuous stream of fire.

Apparently they're good against shields in shotgun range but do no damage to armor.
 
I like them against shields tanks. modded with rapid fire and phasing. They have higher DPs than a huge multi cannon. With phasing they do good hull damage when shields are up strangely.

Do they still spread out like crazy? I see that the range and fall off got increased to 600/1000 but if still has that deviation not sure how much the range buff would help.
 
I know that their jitter was tweaked during Beta, but I'm not sure what the final take was. You may want to peruse the Beta forum, even if you can't post in it anymore.
 
Do they still spread out like crazy? I see that the range and fall off got increased to 600/1000 but if still has that deviation not sure how much the range buff would help.

They're not as bad as before. The range is annoying so they work best on a small agile ship that you can get close in. Having them on something like a conda would be fairly useless. I use them on my sidey.
 
I used a full focused pulse laser build on my Anni and I am very happy with it.
It's effective against shields AND hull.

The Video against a deadly Dropship I made is from pre 3.0.
With the new update I was able to switch the 4 turrets to Burst Laser wich are even more effective.

As you can see, the shields are already stripped down at 1.5km, while the enemy is still making a little to no damage at all.
I prefer the focused over long range because the higher armor piercing value allows less penalty against the hull on the smaller weapons.
The stretched falloff starting at 1km is descent enough to be effective at larger ranges.

And I can fire 4 turrets with 2 Pips and all 8 Lasers with 4 Pips nearly for ever. :)

[video=youtube;ToOSv5W6qcE]https://www.youtube.com/watch?v=ToOSv5W6qcE[/video]
 
The two huge beams on my Corvette would have something to say about that. [smile]

The huge beam corvettes I killed earlier today probably thought the same but I couldnt hear it over the distributor crying.

There's only two types of weapon worth having:

Efficient Beams & Overcharged Multi-Cannons.

Sorry, but I am correct ;)

The damage drop off on efficient beams is horrible, long range pulses are much better.
 
Cytos are niche weapons that tweaked just right are nice. Close in on a nippy ship they can spank the living daylights out of shields or hull.

With SRB phasing you create what I call is an Ironic Beam, where flat bleed damage slowly kills the hull. Why ironic? Cytos are supposedly shield killers, but in this case you want the shields to stay up.
 
If you have a ship that can close on its target and stay well within 1 km of it, cytoscramblers are great. I have 3 on a Chieftain, overcharged with phasing sequence. I get about a free 10% on the hull while I take down the shields. They have similar performance characteristics to a 3C fixed beam laser in terms of damage, energy used and heat created. Only while the shields are up mind you.
 
I don't like any of these fixed weapons that have artificial jitter. I tried the other one (I forget the name, the yellow burst with great DPS) but the insane jitter just ruined it for me. Jitter on gimbals is one thing, but gitter on a fixed weapon is overkill IMO.

I don't like it. Did I already say that? Huh. Supercruise assist activated!
 
I don't like any of these fixed weapons that have artificial jitter. I tried the other one (I forget the name, the yellow burst with great DPS) but the insane jitter just ruined it for me. Jitter on gimbals is one thing, but gitter on a fixed weapon is overkill IMO.

I don't like it. Did I already say that? Huh. Supercruise assist activated!
Just means you got to be closer when blasting the opposition with the fixed weapons with built-in jitter. Kinetic Impact for burst lasers gives plenty of extra jitter, but also increases the damage by a lot.
 
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