Ships Cytoscrambler - Advice Please

Hi all,

Can these PP weapons be upgraded via engineering and if so can someone advise which is the best for the this laser.

I know it only does shield damage and the jitter is terrible so what would anyone recommend?

Thanks.
 
Abso-lutely!

efficient or short range is common, with your favorite experimental effect.

You need to get close because the jitter is massive
 
Is there any experimental that I can use that does any damage other than shield?

Phasing. Also Scramble Spectrum works IIRC (not "damage", but at least it can mess up a shieldless target).

Also, the reason cytoscramblers do little damage to hull is because they have an armour-piercing rating of 1. But the Corrosive effect adds +20 to AP, therefore they can damage hulls that have been weakened by that.
 
Short range + Inertial Impact.
Yes, the jitter is shocking.
I have two on my FGS, ram it into target, fire Cytos. It wipes out NPC shields.
 
I might be misunderstanding, but Phasing, because it is not typed damage, works very well with these. However, it still suffers the limitations of phasing.
 
I might be misunderstanding, but Phasing, because it is not typed damage, works very well with these. However, it still suffers the limitations of phasing.
Yes- Phasing takes 10% or so of the total DPS and applies that as damage to the hull- and since Cytos are crazy DPS wise it suits them.

Its ironic as for phasing to work the shields must stay up, for a weapon thats designed to take shields down :D

Although these phased cytos are slow at killing, they negate any SCB advantage a target may have so if time is on your side its fun watching them sweat.
 
Yes- Phasing takes 10% or so of the total DPS and applies that as damage to the hull- and since Cytos are crazy DPS wise it suits them.

Its ironic as for phasing to work the shields must stay up, for a weapon thats designed to take shields down :D

Although these phased cytos are slow at killing, they negate any SCB advantage a target may have so if time is on your side its fun watching them sweat.

Also good against wannbie gankers when they load up on shields and think they are indestructable. They just seal their own doom by having more shields.
 
Also good against wannbie gankers when they load up on shields and think they are indestructable. They just seal their own doom by having more shields.
The trouble is Phasing Cytos are very slow and nibble at hull and require close range- making them unsuitable for prolonged defence in lumpy ships where range control is hard to impossible. It would certainly give them a shock but gankers normally have high DPS weapons that you have to avoid.
 
Overcharged is good for cytos as well. Most of the damage from short range without the 500m damage cutoff. The distributor penalty isn’t bad on a small weapon. Two of them run comfortably on a class 6 distributor.
 
Hi all,

Can these PP weapons be upgraded via engineering and if so can someone advise which is the best for the this laser.

I know it only does shield damage and the jitter is terrible so what would anyone recommend?

Thanks.

I've tried the following mods:


Efficient/Phasing
Long Range/Phasing
Focused/Phasing

Currently, focused/phasing is my favorite.
 
One interesting little caveat to cytoscramblers:

As most people know, they do terribly little hull damage thanks to their armor piercing value of 1. An overcharged oversized cytoscrambler with godly 48 DPS against an anaconda’s shields will do…0.74 DPS against an anaconda’s hull with 65 hardness. 48 * (1/65) = 0.738…

But…if you are running a source of corrosive while that same cytoscrambler is firing, you will suddenly be doing 19.38 DPS against that very same anaconda hull. The corrosive adds 20 to the AP value plus 25% more damage. 48 * (21/65) * 1.25 = 19.38. That’s…just shy of a stock large gimbaled beam laser.

Now, this doesn’t take into account a hull’s natural thermal resistance so it’s not all wine and roses for the cytoscrambler user, but there’s some potential for additional damage there such that you might want to keep that cyto firing even when shields are down. The smaller the target’s hull hardness, the more potential damage you’ll be getting from a cyto with corrosive.

You can meme the heck out of it, too. A chieftain with 5 cytos and a corrosive multi or frag will jazz hands ships to death.

Bonus fact: cytoscramblers work on capital ship target structures all by themselves, no corrosive.
 
One interesting little caveat to cytoscramblers:

As most people know, they do terribly little hull damage thanks to their armor piercing value of 1. An overcharged oversized cytoscrambler with godly 48 DPS against an anaconda’s shields will do…0.74 DPS against an anaconda’s hull with 65 hardness. 48 * (1/65) = 0.738…

But…if you are running a source of corrosive while that same cytoscrambler is firing, you will suddenly be doing 19.38 DPS against that very same anaconda hull. The corrosive adds 20 to the AP value plus 25% more damage. 48 * (21/65) * 1.25 = 19.38. That’s…just shy of a stock large gimbaled beam laser.

Now, this doesn’t take into account a hull’s natural thermal resistance so it’s not all wine and roses for the cytoscrambler user, but there’s some potential for additional damage there such that you might want to keep that cyto firing even when shields are down. The smaller the target’s hull hardness, the more potential damage you’ll be getting from a cyto with corrosive.

You can meme the heck out of it, too. A chieftain with 5 cytos and a corrosive multi or frag will jazz hands ships to death.

Bonus fact: cytoscramblers work on capital ship target structures all by themselves, no corrosive.
Yeah, I run my chieftain with 2 cytos, one corrosive MC, and a scramble spectrum pulse. I add another MC and another pulse and it’s pretty much a freak show.
 
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One interesting little caveat to cytoscramblers:

As most people know, they do terribly little hull damage thanks to their armor piercing value of 1. An overcharged oversized cytoscrambler with godly 48 DPS against an anaconda’s shields will do…0.74 DPS against an anaconda’s hull with 65 hardness. 48 * (1/65) = 0.738…

But…if you are running a source of corrosive while that same cytoscrambler is firing, you will suddenly be doing 19.38 DPS against that very same anaconda hull. The corrosive adds 20 to the AP value plus 25% more damage. 48 * (21/65) * 1.25 = 19.38. That’s…just shy of a stock large gimbaled beam laser.

Now, this doesn’t take into account a hull’s natural thermal resistance so it’s not all wine and roses for the cytoscrambler user, but there’s some potential for additional damage there such that you might want to keep that cyto firing even when shields are down. The smaller the target’s hull hardness, the more potential damage you’ll be getting from a cyto with corrosive.

You can meme the heck out of it, too. A chieftain with 5 cytos and a corrosive multi or frag will jazz hands ships to death.

Bonus fact: cytoscramblers work on capital ship target structures all by themselves, no corrosive.

I thought Corrosive weakens the target's hull hardness by 20, not adding 20 to your piercing, and also ads a generic 25% damage bonus
Which means a Conda hit by corrosive will have a hull hardness of 45 instead of 65... and the 1 piercing cytos will still do crap damage
 
Chieftain with two overcharged/screening shell Pacifiers, one overcharged/corrosive frag, and three cytos with overcharged/oversized. Bad news for bad guys. Elite Anaconda from fresh baked to explodey goodness in about 30 seconds.
 
Yeah, I run my chieftain with 2 cytos, one corrosive MC, and a scramble spectrum pulse. I add another MC and another pulse and it’s pretty much a freak show.

Alliance C-ships are tailor made for cytoscramblers. All those lovely small hardpoints to put your anti-shield damage in, so you can go more hull or module focused with your larges. The bottom medium is a bit out to lunch but nobody’s perfect.
 
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