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The CytoMamba: Death from below. 3 года назад


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The CytoMamba: Death from below.

Firstly sorry for the resolution change. I was doing other stuff on my monitor so didn't have the game full screen. I've been toying with this idea for a while now. We all know Cytoscramblers are OP, but what happens when you stick a couple of finger-wigglers on the front of the Mamba? Turns out, you can have some very good fun. Now, this ship is light. As light as I can make her without stripping off all the combatty stuff. The reason being she isn't the most agile ship in the game. So putting weight on her, like a bunch of 14 ton Heavy Duty A-Class Shield Boosters is, in my opinion, not the best idea in the world. Her armour is light, her shields are light, and she has to rely on her speed for the most part to avoid damage. What she does have, however, is a massive amount of up-front damage to take out most if not all of a ship's shields before they even know they're being fired on. This ship is a sort of hit and run build. Although if you keep pips in engines... and for the love of coffee, PLEASE keep pips in engines if you value your sanity... then she's fairly manoeuvrable. Plus you have almost perma-boost to spin round ships and hit them while they can't hit you. She can't take a pounding, though. So don't do what I did and turn her into a panic-guided missile. Or if you do, get ready to leg it after. She has a cold power plant because the weapons all put out a fair bit of heat. They're all short range, even the Cytos, since the aim is to do as much damage right up the enemies thruster pipes as you can manage before high-tailing it away. And speaking of the Cytos, they have Inertial Impact on them for two reasons: Firstly because they bump up the damage by an eye watering amount. And secondly because the increased jitter actually helps to bridge the distance between the two weapons, allowing you more hits on smaller targets. I know right, a time where jitter is useful, who'd have thought! Why not stay at 1km range? Because you don't get a whole lot of time on target before your prey realises you're there, so you want as much damage output as possible in as short a time as possible. This configuration does that. The Huge Multicannon is Incendiary, to give Thermal damage when you can't hit with the Cytos. The two large are both Corrosive. And no it's not because of my OCD about ammo capacity! Well not entirely, lol. They don't stack, but they don't always fire at the same time. So you can hit with one when the other is reloading, when they get out of sync, which happens more than you'd think. The reason I didn't do it the other way round, as I normally would, is because two class 3 incendiary MC put out just too much heat for even a cold plant to handle. Lastly, you can drop the fuel scoop in favour of more shields. And if you have a carrier, that's probably a good idea. If you don't, she's gonna cost you in ship transfers, or you'll only be popping out to the local corner shop for your goodies. :) Ship build: https://s.orbis.zone/d22-

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