How to change the Cytoscrambler

Let me start of by saying that the idea of the Cytoscrambler, while not exactly well suited for a pirate faction, is nonetheless a really neat idea.


We don't get many weapons that play with the idea of limited range, and arguably the Cytoscrambler is the first Thermal weapon (outside of the mining laser) to experiment with this. However, the payoff from this tiny 500m range is very limited. Let's look at the upsides versus the downsides shall we?

Upsides:

+ Slightly higher (~16%) DPS against shields than other small thermal weapons at sub ~300m ranges

Downsides

- Extremely limited range
- Extremely inaccurate
- Limited to small hardpoints
- Lower DPE (damage per energy) than everything at more than 100m range
- DPE only exceeds beam laser at 100m range or less
- Zero damage to hull and modules

As such, the Cytoscrambler is only "better" when the following conditions are met:

  1. On a small ship with small hardpoints
  2. Fighting a large ship with low manoeuvrability and speed (AKA Anaconda or maybe Python)
  3. With ancillary weapons or a wing for when the shields do go down
  4. For the few seconds before your weapons capacitor is drained


DPS means virtually nothing for a small ship fighting a big ship. What matters is DPE (damage per energy), as one volley will not be enough to take down the shields. Since the Cytoscrambler fails on this, it fails on everything else.

So what should be done? If it is left the way it is it will simply go unused.



Make the Cytoscramber a reason to use small ships with an ancillary unique effect



Slightly higher shield damage will never be a reason to use a small ship, when you can get higher damage, more versatility and better range with a large weapon on a Vulture or the like. And I don't think we'd WANT the cytoscrambler the be an incredibly overpowered small weapon.

So instead of a flat buff to damage, give the Cytoscrambler a unique, useful effect that gives it flavour and gives a niche role, to small manoeuvrable ships in pirate wings. Getting and staying within 500m of a twisting and fighting enemy while shooting them with a laser shotgun is no small feat, so the effect should be pretty powerful(especially compared to the 3km range Module Disruptor). Some ideas, any one of which could make it at least worth looking into:


  • Cancel FSD charging while being hit with it (pirate synergy)



  • Or inhibit Shield recharge, from both normal recharge and Shield Cell Banks while being hit by it (synergy with original idea of weapon, makes small ships useful in wing pvp)?



  • or if it hit the enemy's exposed hull, caused instant cargo hatch malfunction (pirate synergy, faster than limpets but requires weapon slot)?



  • or if it caused the enemy to slow down (pirate synergy)?



  • Or if it caused sensor malfunction for ~20s after being hit with it (small ship synergy, spreads confusion without being OP against an aware target)?




Even one of these changes would make the Cytoscrambler a far more interesting and worthwhile weapon to use, on par with the interesting and powerful effects we've seen from numerous other weapons. It would give wings a reason to take on a small "fighter" to be able to deploy these powerful effects up close, making ships like the Eagle, Sidewinder and DB scout a niche role in combat that they've heretofore been excluded from
 
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Let me start of by saying that the idea of the Cytoscrambler, while not exactly well suited for a pirate faction, is nonetheless a really neat idea.


We don't get many weapons that play with the idea of limited range, and arguably the Cytoscrambler is the first Thermal weapon (outside of the mining laser) to experiment with this. However, the payoff from this tiny 500m range is very limited. Let's look at the upsides versus the downsides shall we?

Upsides:

+ Slightly higher (~16%) DPS against shields than other small thermal weapons at sub ~300m ranges

Downsides

- Extremely limited range
- Extremely inaccurate
- Limited to small hardpoints
- Lower DPE (damage per energy) than everything at more than 100m range
- DPE only exceeds beam laser at 100m range or less
- Zero damage to hull and modules


Well, if they fixed the underlying badly designed mechanic and made armour actually useful and protected modules so we who would want to could SKIP shields and armour tank then the Cytoscrambler could be made accurate at least.

Having a good weapon that takes out shields is nice and very helpful for pirates who DONT want to kill their...customers.

Range and damage is still dissapointing but it should at least do 50% more shield damage than it's regular counterpart.

Since it is a scrambler I would really like if they could add the effect of acting like a frameshift inhibitor and add a second or two to the frameshift cooldown for each hit.

EDIT: I dont think giving it the ability to add general module malfunction since we already have another such weapon.
 
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All the "specials" are just fine. ...

.... I suspect you're just a another that joined PP just for the "reward" and have been bitten in the ass by blinkered greed....

Give it up Bro. .. it won't change
 
Does it prevent combat logging? Because if it does, then every pirate is going to want one. As it does no hull damage you just keep pinging the enemy every 5-10 seconds and they cannot combat log (your ship is in danger etc).
 
All the "specials" are just fine. ...

.... I suspect you're just a another that joined PP just for the "reward" and have been bitten in the ass by blinkered greed....

Give it up Bro. .. it won't change

You know if they were all useless I'd have no problem.

But the fact is 4 of them are awesome (Hammer, Prismatic shields, Advanced accelerator, module disruptor), 3 of them are meh (Enforcer Cannon, Pack Hound Missiles, Mining Lance) and 3 of them are borderline worthless (Retribution Laser, Cytoscrambler, Pacifier Frag)
 
We also need a 'weapon' that buffs the shield of other ships, but it only works on short ranges (say 500 m) so small ships are viable in a trading escort wing...

The downsides would be:
- Extremely limited range
- Extremely inaccurate
- Limited to small hardpoints
- Lower Energy output (energy output per energy put into it) than everything at more than 100m range
- Energy output only exceeds beam laser at 100m range or less
- Zero buff to hull and modules
 
All the "specials" are just fine. ...

.... I suspect you're just a another that joined PP just for the "reward" and have been bitten in the ass by blinkered greed....

Give it up Bro. .. it won't change

Nope, the fact that underlying mechanics are broken and they balance the new faction weapons after that.

Really, a laser weapon in 1300 with 500 meter range that cannot shoot straight...
 
Or better yet, make it a Burst Laser that does extra shield damage and no hull damage like it was described. Also, at least add a medium size fit.
 
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