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I like to mix them up, with LR, Eff, and SR. Or pick two of the above.
If you can't hug your target, you'll hate SR.
If you can't keep close, you'll hate Eff.
Mine are all grade 3 with 1.6km effective range and they work well agains't small ship inside 1.5km.
I tried short range + inertial impact on my chieftain before going with long range, I had 500m max range, the dps was crazy high with 72dps per burst laser (I had three of them) but due to the jitter (4.7° vs 1.7°) even at close range sometime some of the lasers where missing small and medium target.
Experementing with engineering is one of my favorite activities in ED.
I find cytos one of the best weapons in the game among with pacifiers
Chieftain one of the best platform for cytos
In the end the optimal build (and engineering options) is strongly depending on the purpose of the ship and your personal style. If it is a bounty hunter (massacre + assassination) don't mind fighting up-close, I can suggest the following frag shield tank build, that prooved itself fun and very effective:
https://edsy.org/s/vFMlF2M
This has 3 overcharged cytos. This is more than required and will strip down any shield before the enemy reacts. But works only up close, you should engage not beyond 1km distance. One more cyto would be too much for the distributor. If you want a fourth cyto then it works only if all are engineered effective. However 3x overcharged are better then 4x effective.
Main battery against hulls:
The both large hardpoints in this build are equipped with 2 pacifiers. High-Cap + Screening Shell. The medium is equipped with gimbaled frag. High Cap + Corrosive. The purpose of this is to apply corrosive and also deal some additional damage. It should be gimbaled to match with pacifiers as regular frags have slower projectile speed.
This build rules in hazres and for assisination missions. It kills anything before it can do any harm to you.
Back to topic:
I would not advice engineering cytos with long range. They have too much jitter by design, at long distances you will miss small ships a lot.
the weapon loadout seems great. Im still missing Pacifiers though. Only recently started working on power weapons. They are easy to get but takes one month between each purchase due to faction change :(.
No they are just fine. More than required. I prefer close range melee brawling.
The cytos are just like frags designed for close range style. Engineering them for long range means giving up on what they excell at.
Me rocking a hazres with vulture equipped with 2x pacifiers
https://youtu.be/dfd7xYEZ4lA
Close range combat dominates if you master it. For me anything beyond 500m is too far and I start feeling unconfortable if my victim manages to gain some distance.
Close range chieftain with 3x cytos + 2x pacifier + 1 frag with corrosive is almost twice as deadly as the frag vulture.
They take down shields in no time because a single cyto deals damage slightly better than size 3 fixed beam laser.
Generally speaking of lasers, cytos are the best lasers, they are great for small ships where you can fly in closely and giggle target with cytos and finish off with multis. For small ships I'd recommend efficient mod on cytos, but if you're using to plan only one cyto on a small ship it is worth experimenting with overcharged because ship might be able to handle it well.