Does scramble spectrum work with pulse disruptors?

Hello everybody, I was wondering if pairing scramble spectrum with pulse disruptors is going to be a neat support/side weapon. I've heard that combined they can cause 2 malfunctions at the same time. One malfunction to the targeted module and one random. Does anyone know if thats truly the case? And while we are at it is it true that you have to damage the targeted module for the pulse disruptors to take effect? If thats the case then would anyone recommend focused modification on em bad boys? I believe FSD is kinda well protected from penetration so focused will help with that.
 
Deimos, I can confirm that yes the pulse disruptor targeted malfunction effect is not only separate from the scramble spectrum effect but they also share separate cooldowns.

Also to clarify as I’m not sure if I’m reading confusion or not in your post but what you have targeted is completely irrelevant. As you suggest you’re inclined to believe the weapon needs to directly strike the module in question you want to specifically malfunction which does indeed mean that you have to achieve penetration to affect certain modules. Focused does help with achieving that.

I personally have been running a single pulse disruptor except instead of scramble spectrum I run emissive munitions on it and put scramble on one of my slightly faster firing normal pulse lasers. I also recently switched from long range to focused to try it out and quite enjoy the increased damage and penetration up close but equally miss the full damage output at 5-6km I would normally get with long range. I still have both weapon sets to switch between as I feel the urge.
 
Deimos, I can confirm that yes the pulse disruptor targeted malfunction effect is not only separate from the scramble spectrum effect but they also share separate cooldowns.

Also to clarify as I’m not sure if I’m reading confusion or not in your post but what you have targeted is completely irrelevant. As you suggest you’re inclined to believe the weapon needs to directly strike the module in question you want to specifically malfunction which does indeed mean that you have to achieve penetration to affect certain modules. Focused does help with achieving that.

I personally have been running a single pulse disruptor except instead of scramble spectrum I run emissive munitions on it and put scramble on one of my slightly faster firing normal pulse lasers. I also recently switched from long range to focused to try it out and quite enjoy the increased damage and penetration up close but equally miss the full damage output at 5-6km I would normally get with long range. I still have both weapon sets to switch between as I feel the urge.
Thats great to hear! I am planning to have all my weapons modded with long range. (3 Rail Guns and 3 Pulse Disruptors). One more question. Is the reduction in damage from the Scramble Spectrum gonna affect the penetration of the Pulse Distruptors?, I am planning to make it a ''side arm'' type of weapon, a special weapon you could call it, so damage doesn't really bother me. And probably my final question, is the reduced rate of fire ''visible'' what I mean is, will it impact the rate of fire alot? To give you something to work with, is the rate of fire faster than the charge up of 1D rail guns? (It sounds stupid but I have my concerns, I think the Distruptors already have reduced fire rate than normal pulse lasers so it will be neat to know)
 
Thats great to hear! I am planning to have all my weapons modded with long range. (3 Rail Guns and 3 Pulse Disruptors). One more question. Is the reduction in damage from the Scramble Spectrum gonna affect the penetration of the Pulse Distruptors?, I am planning to make it a ''side arm'' type of weapon, a special weapon you could call it, so damage doesn't really bother me. And probably my final question, is the reduced rate of fire ''visible'' what I mean is, will it impact the rate of fire alot? To give you something to work with, is the rate of fire faster than the charge up of 1D rail guns? (It sounds stupid but I have my concerns, I think the Distruptors already have reduced fire rate than normal pulse lasers so it will be neat to know)
  • The weapons damage value has no effect on penetration, however the act of penetration reduces the amount of damage that can be applied to internal modules. This is because resists reduce the damage first, then damage is applied to the hull, if penetration occurs there’s a formula that dictates what the split between the hull is and the penetration. So the lower the damage the less damage you do to the internal module. The more damage applied to the module the more likely you’ll be to malfunction it.
  • Fire rate difference is noticeable on the disruptor when compared to a normal pulse
  • No idea if you’ll get more than one shot off with the disruptor before the rail fires. But I’d wager yeah. I’d recommend testing it. I’ve used the disruptor on a python with a large pulse and imp hammer and when I didn’t want to fire the hammer I’d just release the trigger before it fired it’s salvo so I’d say that yeah you’ll be able to fire them pretty regularly while suspending rail fire even on the same trigger.
  • I personally think triple disruptor is a bad idea myself. The disruptor effect has a shared cooldown with itself so all you’re really doing is tripling your chance for the effect to occur at a significant damage reduction and heat increase compared to normal pulses. If you’re doing PVE it’s not worth it at all. I’ll add that the only reason I even has a disruptor on my ship is for the odd time someone attacks me/my wing and we can get their shields down before they wake so I can hopefully malfunction their drives long enough to prevent them from waking.
 
  • The weapons damage value has no effect on penetration, however the act of penetration reduces the amount of damage that can be applied to internal modules. This is because resists reduce the damage first, then damage is applied to the hull, if penetration occurs there’s a formula that dictates what the split between the hull is and the penetration. So the lower the damage the less damage you do to the internal module. The more damage applied to the module the more likely you’ll be to malfunction it.
  • Fire rate difference is noticeable on the disruptor when compared to a normal pulse
  • No idea if you’ll get more than one shot off with the disruptor before the rail fires. But I’d wager yeah. I’d recommend testing it. I’ve used the disruptor on a python with a large pulse and imp hammer and when I didn’t want to fire the hammer I’d just release the trigger before it fired it’s salvo so I’d say that yeah you’ll be able to fire them pretty regularly while suspending rail fire even on the same trigger.
  • I personally think triple disruptor is a bad idea myself. The disruptor effect has a shared cooldown with itself so all you’re really doing is tripling your chance for the effect to occur at a significant damage reduction and heat increase compared to normal pulses. If you’re doing PVE it’s not worth it at all. I’ll add that the only reason I even has a disruptor on my ship is for the odd time someone attacks me/my wing and we can get their shields down before they wake so I can hopefully malfunction their drives long enough to prevent them from waking.
I can't really multitask. So thats why I am set on having 2 firegroups without having to scroll to the next 2. My main damage would be the rail guns. And I can't really find a weapon that suits them well because they do both thermal and kinetic damage. I've got PA's but I am kinda done with them because of the projectile speed, and I can't really aim with them. Multi's I kinda don't want them because I already have PvP Multis and I don't wanna grind for PvE ones. So I just thought to get a hardpoint that kinda messes with the enemy. I don't know the chances of a single disruptor causing malfunction so I just thought of going with 3. I know they don't stack but the individual rounds make it more unlikely to not cause a malfunction. On top of that if I put a normal pulse laser or any other hardpoint it will defeat the purpose of a support weapon. Plus they will be out of sync if I bound them in the same fire group and it might cause me to miss most of the times.

About the fire rate. I meant comparing a pulse disruptor vs a pulse disruptor with scramble spectrum. Because the experiment also reduces fire rate.

What I have in mind when I think of using them is shooting a fleeing target that tries to jump away. From what I have read if the Pulse Disruptor hits the FSD and causes a malfunction then the FSD cancels the jump. A 6km insta hit that has the possibility of canceling a jump sounds great and seems like the only option in my case. Adding Scramble Spectrum helps if I can't land my shots on the module that I have targeted or if I don't have enough penetration damage. So I am trying to look at the up's and down's of adding this experimental. I might not even add an experimental at all. But it will be a waste.
 
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