Elite Dangerous

Elite Dangerous

shortfuse May 14, 2024 @ 8:55am
Cytoscrambler engineering
Im building a chieftain to send to Colonia. It has 3x small cytos , 1 medium cyto and 2 L Mcs. Whats a good engineeri g for the cytoscramblers?
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Showing 1-10 of 10 comments
Laekenois May 14, 2024 @ 4:18pm 
Depends on your piloting, which is difficult to access from the text you've written.
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.
CoffeeBean May 14, 2024 @ 5:13pm 
With cytoscrambler my go to is long range + oversized, I get good dps, more range to work with and they generate less heat than short range and overcharged.

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.
Last edited by CoffeeBean; May 14, 2024 @ 5:25pm
St0rmFury May 14, 2024 @ 6:32pm 
Really ship dependent. Small ships that can hug your opponent will benefit immensely from short range + inertial impact. Efficient for med ships if your other hardpoints use too much distro. Long range for large ships.
ждун May 15, 2024 @ 1:02am 
It has a medium cyto? You mean a 4th cyto in a medium slot?

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.
Last edited by ждун; May 15, 2024 @ 2:02am
shortfuse May 15, 2024 @ 2:54am 
Originally posted by ждун:
It has a medium cyto? You mean a 4th cyto in a medium slot?

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 :(.
Holeypaladin May 15, 2024 @ 2:58pm 
Cytoscrambler range is so short that I can't imagine using anything other than long range on them....
Lupinus Rictus (Banned) May 15, 2024 @ 4:25pm 
Long range and multi servos
ждун May 16, 2024 @ 12:50am 
Originally posted by Holeypaladin:
Cytoscrambler range is so short that I can't imagine using anything other than long range on them....

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.
Last edited by ждун; May 16, 2024 @ 1:15am
Spicy_Satoshi May 16, 2024 @ 2:13am 
Chiefatin has distro large enough to support three overcharged cytos, I'm using this mod on my Chieftain where I have two OC Cytos + one small turret with debuff effect (multi + corrosive, pulse laser / scramble spectrum or emissive)

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.
Squirrely Wrath May 16, 2024 @ 2:51am 
depends on your playstyle and ability to stay on target with it, long range or efficient; i tend to avoid overcharge and rapid fire on burst lasers due to the heat they generate
Last edited by Squirrely Wrath; May 16, 2024 @ 2:55am
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Date Posted: May 14, 2024 @ 8:55am
Posts: 10