gif by endeav, mah nibba
Whalecome to my Metastrafe Cyning build
The idea actually came from Taikin and what made it OP in game mechanics sense (aside from the very obvious broken autoaim crap), that’s how i came to the hull hitbox idea as a way to freshen up the good ol’ cy. Taikin was difficult mainly because its small size, heals and maneuverability + the firepower so I tried to recreate that in a similar fashion.
Mods from left to right: [Inertial Stabilizer 17][Tetroxide Injector 17][Inertial Stabilizer 17] - [Voltage Regulator 17] - [Crystal Plates 17][Reactive Armor 17][Regenerative Coating 17] - [‘Duelist’ protocol 17][Electronic Guidance 17] and [Scatter Gun 17][‘Supernova’ Deflector 17][Small missiles 17][Microwarp engine][Inhibitor crystal 17][Phase Modulator 17][Hull restoration system 17][IR Flares 17].
The build has no shield slots because I wanted to utilize the hull hitbox once the shields are gone making it difficult to hit without proper projectile speed, The ship itself is an empire recon so the shield volume is not that good to begin with anyway. Basically the fun starts when you lose your shields, the game’s autoaim feature kinda can’t keep up.
Few pointers on the other aspects of the build:
-
[Inertial Stabilizer 17] is the only mod that enhances the strafing acceleration and top strafe speed while the [Tetroxide Injector 17] only enhances the acceleration meant for just going forward, why it is like that - IDK now it accelerates in any direction but still there is no stat showing how fast you accelerate while strafing as if the strafe and straight ahead acceleration are 2 different things, same goes for speed stats
-
[Voltage Regulator 17] is a must have on the Cyning in this case because it’s tied to [Regenerative Coating 17] and energy usage in general, you can regenerate the 100% of shown values in stats only at 100% energy cap
-
[‘Duelist’ protocol 17] is a godsend mod making my old idea of this build with mostly crit based damage into an alpha based damage dealer (it means more damage per shot) and the [Electronic Guidance 17] grants that extra spread reduction (one can opt for [Spatial scanner 17] as a lazy version of [Infrared Scanner 17] with just 9% crit chance instead of 10,5% both good for OS and other modes alike)
-the weapon of choice is the awful [Scatter Gun 17] with [‘Supernova’ Deflector 17] ammo and [Small missiles 17], the reason why nobody likes the weapon is because of the insane spread in most cases and weird kiting capabilities
-as for the actives, well, they also have a godsend mod called [Hull restoration system 17] and when you combine it with [Phase Modulator 17] you get a heal combo that makes you invisible and heals you to almost full health in cca 5sec and you’re ready to continue the fight giving you a fair share of an advantage every 14s to heal and 24s to both hide and heal
- [Inhibitor crystal 17] is primarily used as a slow effect and as a gank tactic for the unaware enemies focused on your ally
- [IR Flares 17] and [Hull restoration system 17] are Multipurpose modules that trigger the crew implant 8b making you able to counter slows of any kind at least twice in a 14s window (*laughs in tackler and guard*) and the [Microwarp engine] can be used both as an exit and inyoface tactic.
This setup is what i use most of the time, for me, the 2c is important for the spread reduce, 4b never-missing missiles, 5b do you even strafe bro, 6b extra crit damage because why not, 7b to be energy stable, 8b for those pesky slows, 9a more tank per regen, 10a/13a faster cd, 11b/12a/15a for more damage output and 14 is optional.
These are the base stats of the build, when you add the crew bonus of +12 resists on everything per lock-on and +8 resists on hull per enemy hit, in the most basic scenario (1v1) you get instantly 20+ resists on hull resulting in well over 50% resistances on kinetic and EM (i don’t think lazors can keep up but you still have resistances there for that focusing bs).
I went with 435m/s because it felt as the best speed to control the inhibitor bubble and the 2 strafe mods are there to make hitting you pretty difficult. The lvl4 and 8 bonuses i used are strafe increase and EM controls.
I honestly can’t remember every detail atm but feel free to ask me about things you thought i missed
As for the gameplay, the way i fly it is simple but takes a while to get a grip on, after that it’s smooth sailing. The scatter gun is used as a close up shotgun that can deal 3,5k hits on the tankiest of guards, and up to 6.1k shots on regular ships that don’t have actives based on having more resistances and modifiers for resistances as well. I use the inhibitor to slow the target, smash it with the scatter and then trigger the inhibitor explosion at the same time, followed with a highly agile missile.
In my opinion, the build can be used for any mode without any need of swapping modules, it’s an all-purpose meta and with the regen capabilities you save up on actives until you really need them or their effects. One can use the idea behind this build and construct the ultimate damage dealer or whatever but after flying this build for a long time i believe this is the ultimate optimum this meta can produce.
Move like an [Object NY18], sting like a [Thar’kth cannon 17] lol
recent random highscores
Spoiler
let’s not forget OS lol
Before the buffs and new mods and jut simple crit damage, the most i could pull off in one go (life) in OS