All frag cannons including the Pacifier now updated to 2.2.03.
Further amendments will now follow and I will confirm once complete.
Further amendments will now follow and I will confirm once complete.
Semi OT question...
I have seen a couple of people on this forum mention that weapons with special effects like the Pulse Disruptor, is less effective on AI ships than on player ships - is this true?
Very well done.
This is one of those posts I've had stickied for months, and I really do appreciate you keeping it updated.
One thing I'm not seeing, but for which FDev provide in-game stats is heat; It would be very useful to have heat/second in the same table - especially since the adjustments in 2.2.03.
Since you obviously know your stuff, do you happen to know where I can find information for the stat changes with experimental effects? Incendiary rounds for example state "large portion converted to thermal" but it doesn't say exactly how much, nor does it state what the DPS boost is. The unwelcome side effect is a 200% increase in heat generation and that isn't even mentioned at all!
o7
I'll have access to the cytoscrambler, I'll let you know the stats
Interestingly, the 650m range cytoscrmabler will have access to the long range engineer tweak. Wonder if that might make it borderline useful...
I cannot fathom why they gave it that abysmal range when a regular laser has 3000 meters.
According to E shipyard it has a range of 1000 meters but falloff at 600 meters.
With 1/3 the range the damage should be MASSIVE against shields as compensation.
Hmm, would it function with Scramble Spectrum?
- Take out shields
- Cannot damage hull but can cause malfunctions
With scramble spectrum and improved range it might be useful
Although the Cytoscrambler does indeed offer potentially massive damage against shields now, that of course depends upon its shots connecting.
The problem with the buffed 2.2.03 version is that the range goes up but the jitter has not gone down. As with a frag cannon, above 500m a vast amount of the potential damage simply disappears into the void.
Hence increasing the range yet further really wouldn't help because the further away, the greater the spread.
Personally, although I hate to encourage yet more RNGineering, I think there might be room for mods like Focused (or a new, 'Accuracy' mod) to reduce jitter at the expense of other things. That could be interesting and would effectively give the option of taking weapons like the Cytroscrambler or Frags and tuning them into something like a home-made Pacifier.
The Cytoscrambler needs to be given the regular range of burst lasers, I mean, you already trade away 100% damage to hull so it's hardly an overpowered weapon.
Yes but as I say above I don't think that increasing range will actually achieve anything, in isolation. The problem is that jitter effectively creates a widening indiscriminate firing cone. You'll already struggle to get more than an occasional hit on the front end of an anaconda at 750m ... at 2 km there would be no point pulling the trigger even if it's broadside on ...
were you by any chance AFK at the main HIP 202722 star port last night?
However, dealing specifically with incendiary, which is a regular question, in its original incarnation it turned 100% kinetic into 100% thermal plus 20% kinetic, making a healthy 120% total.
Now it turns 100% kinetic into 95% thermal, with the missing 5% being lost.
Does that mean that it's now 115% total or does it only do thermal? I've noticed that the dps stats in game for my incendiaries are on average slightly lower than my corrosives, but perhaps that's because it's only listing the thermal in the way that phasing sequence adds bleed damage that isn't listed.