Disappointed by Archon Weapon (Cytoscrambler)

Okay, so it's pretty clear the Cytoscrambler is no good for PVP intimidation-piracy because of its short range, inability to damage subsystems, its small size (necessitating small ships) and no intimidation value.

Can any one of you fine pirates tell me if it's any use for pirating NPC ships in combination with hatch-breakers?
(I am not an Archon Delaine supporter, or I'd be testing this out myself.)
NPC ships can't be intimidated like players can be into dropping cargo and I thought maybe it could be used by new player pirates, or for pirates doing those "Take stolen X to Y" BBS missions. Though making a new player pirate pledge and grind for 4 weeks to get the Cytoscrambler doesn't seem like a great deal to me either.
 
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Can any one of you fine pirates tell me if it's any use for pirating NPC ships in combination with hatch-breakers?
It's not really any use for anything. Sure you could use it for this but other weapons are much better.
Some say the hull % affects the effectiveness of hatchbreakers and often you will target the cargo hatch first anyway.
 
The only thing you need to combine with hatchbreakers is a weapon you are comfortable destroying point defences with, vs NPC's hatchbreakers should work everytime unless their shield is up or they have said point defence.

It is almost always easier however to just damage their cargo hatch, when it flashes red it will spill a random amount of cargo, usually starts around 70-60% ish but its random, when it stops do another few % until it flashes red again, rinse and repeat until your targets empty or the hatch reaches 0%. (0% hatches don't drop anything as its considered broken shut)
 
Why not try out the cytoscrambler on a small combat ship with MCs as backup and hatch breaker, so your big winged up transport can soak in the sweet cargo dropped?
 
Suppose I hated pirates, and just wanted to screw them over by giving them the worst possible unique weapon. Here's what I'd do:




  • Pirates need to chase down targets, and operate at long range, so I'd give it a massive spread, and make it do literally nothing at 500m or more



  • Pirates need to keep all pips to engines to make sure they can keep up with fleeing victims, so I'd make it extremely power hungry



  • Pirates find it easy to take down shields already, so I'd make it entirely focused on taking out shields



  • Pirates focus on taking out modules such as drives, FSD and cargo hatches so I'd make it do literally no damage to modules



  • Pirates need to intimidate and threaten their targets so I'd make it make no sound and do no hull damage



  • Pirates generally operate large, bulky ships with large cargo holds and huge guns, so I'd make it a small weapon only that requires a nimble combat ship to use



  • Pirates need to be versatile and ready for anything, so I'd make it single purpose and gimmicky



  • Pirates have to be at the cutting edge of PvP to fight off bounty hunters, so I'd make it a "fun" weapon that's easily countered and only usable against NPCs


Oh would you look at that, I've invented the "Pirate King" Archon Delaine's Cytoscrambler


Or should I say the Cry-toscrambler, cos crying is what I'll be doing after spending 4 weeks working towards this piece of trash weapon

This pretty much sums it up exactly, this man is hitting the nail right on the head (with an imperial hammer to boot). You know what's more effective than this weapon? ALL of the others, both unique and regular- someone check out the vid of the Advanced Plasma weapon killing the shields of a python in 2.3 seconds on YouTube (skip to 26.30 on the vid for the example I mention).

Edit- its on twitch not YouTube, sorry and here it is http://www.twitch.tv/philosofrenzy/b/675264709 but compare that to the vids we've seen of the other modules.... no comparison really is it?
 
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FDEV still say nothing about PP modules balancing !!! This freaking me out !

They don't care about PvP, simple as that, as long as everything can possibly work for PvE, they can care less.

Everyone quick, defect and join the Imperial Hammer and Plasma Plus! (No I don't care about their names, their faction weapon are all that matter)

*Chuckles in the background*
 
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Oh come on you bunch of whingy pirates, the crytoscrambler is a supreme weapon, archon is a god pirate king. If you say otherwise then you are not worthy of such an awesome weapon.

Besides every true pirate knows his most powerful weapon of all is his harsh language, who needs lasers?
 
The weekend is over. Jet lag has passed. The longer we go on without a comment from FDev about the terrible PP weapons, the more damning it gets.
 
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I fought in a large scale PvP some days ago. We were twice as much as enemies. Their Aisling shield totally cancelled our superiority (their shield are 20% stronger, it's like a A Shield Booster). My 5 railguns Python wasn't enough to take them out...
 
I fought in a large scale PvP some days ago. We were twice as much as enemies. Their Aisling shield totally cancelled our superiority (their shield are 20% stronger, it's like a A Shield Booster). My 5 railguns Python wasn't enough to take them out...

I'd say it wasn't just their shield(s) that kept you from winning if you had a 200% numbers advantage and they had a 20% shield advantage... ;)
 
Maybe FD has secretly introduced a combo capability with the new weapons...like if you equip cyto + mining lance + disruptor + retribution on the medium hardpoints of a FdL, the huge weapon gets transformed into a giga deathray??!
And if not, well, that could be fun to dogfight with such a config :)
 
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Maybe FD has secretly introduced a combo capability with the new weapons...like if you equip cyto + mining lance + disruptor + retribution on the medium hardpoints of a FdL, the huge weapon gets transformed into a giga deathray??!
And if not, well, that could be fun to dogfight with such a config :)

I can see it already... everyone flies an FDL... everyone uses the mega-laser cutter...

Inb4 raiser sword from Gundam 00... time to cut a station into pieces...
 
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