I have mentioned this amusing little combo before, but have recently been messing around with it. Figured I'd share a little demonstration footage.
The method is 2-part:
1) Put phasing sequence on cytoscramblers
The big thing that ensures cytoscramblers do basically 0 hull damage is their armour piercing factor (APF). It is 1. That means even in the best case of attacking a sidewinder, they only do one twentieth of their full damage against hull. The "bleed-though" damage from phasing sequence, however, doesn't care about armour piercing and hardness: it's just generic, range-independent, typeless "damage" applied directly to the hull. This means the cytoscrambler can now do a percentage of its surprisingly considerable raw damage to the hull of a shielded target.
2) Hit unshielded ships with corrosive.
Corrosive has 2 effects: First, it multiplies all incoming damage by, iirc, 20%. Pretty nice, but nowhere near enough to get a cytoscrambler hull-strike to be noticeable. The other part, however, is to add 20 APF to all incoming attacks. This bumps the cytoscrambler up to 21 APF, which means it now does full damage against small ships, ~60% to medium ships, and ~30% to large ships. Not the biggest numbers ever, but remember that the cytoscrambler has pretty high base damage. If you get in close enough for all the shots to hit (which is very, very close), the outcome is downright respectable for a small hardpoint. Against small ships, it's actually pretty terrifying if you actually get a hold of them.
So anyway, enjoy. If FDev ever decides to lower the cytoscrambler jitter to a more reasonable level, this combo could actually make them a pretty decent weapon. Until then, I guess just be amused by another entertaining edge-case combat style:
[video=youtube;uH_UBgJ_myM]https://www.youtube.com/watch?v=uH_UBgJ_myM[/video]
The method is 2-part:
1) Put phasing sequence on cytoscramblers
The big thing that ensures cytoscramblers do basically 0 hull damage is their armour piercing factor (APF). It is 1. That means even in the best case of attacking a sidewinder, they only do one twentieth of their full damage against hull. The "bleed-though" damage from phasing sequence, however, doesn't care about armour piercing and hardness: it's just generic, range-independent, typeless "damage" applied directly to the hull. This means the cytoscrambler can now do a percentage of its surprisingly considerable raw damage to the hull of a shielded target.
2) Hit unshielded ships with corrosive.
Corrosive has 2 effects: First, it multiplies all incoming damage by, iirc, 20%. Pretty nice, but nowhere near enough to get a cytoscrambler hull-strike to be noticeable. The other part, however, is to add 20 APF to all incoming attacks. This bumps the cytoscrambler up to 21 APF, which means it now does full damage against small ships, ~60% to medium ships, and ~30% to large ships. Not the biggest numbers ever, but remember that the cytoscrambler has pretty high base damage. If you get in close enough for all the shots to hit (which is very, very close), the outcome is downright respectable for a small hardpoint. Against small ships, it's actually pretty terrifying if you actually get a hold of them.
So anyway, enjoy. If FDev ever decides to lower the cytoscrambler jitter to a more reasonable level, this combo could actually make them a pretty decent weapon. Until then, I guess just be amused by another entertaining edge-case combat style:
[video=youtube;uH_UBgJ_myM]https://www.youtube.com/watch?v=uH_UBgJ_myM[/video]
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