Impressive - think I may have seen this in action, when a 'goid has like 70% hull remaining, I turn away to remove caustic, then boom it is demised - often wondered how it could happen so quickly.
This is certainly possible without crazy strategies or relying on hit registration bugs if enough players hammer away at a Cyclops; they only have a hull rated for 800 MJ, so they're fairly squishy as far as Interceptors go.
Sadly, it doesn't appear to be - assuming we're using Salvation Shard Cannons, four can only do 738.5 MJ in 3 seconds at max fire rate before reloading; factoring in the Cyclops' HP regen rate of 60 MJ/s, that drops to 558.5 MJ, much lower than the required 800 MJ to outright explode a Cyclops. Premium Ammo will get us closer, but still won't cross the 800 MJ threshold. This all assumes the Panic Shield doesn't activate after the first or second shot, which it probably will and will fully charge before the final shot connects. This Three-Shot Kill was only possible because Plasma Chargers can register multiple hits in a single impact under the right conditions, otherwise they shouldn't technically be able do to this because of that damn Panic Shield too.
@@CMDRTheRiz I've made an anaconda based on this video, and I can say it is pretty good! The only problem is the consistency of the glitch, and the timing needed before panic shield
If the Multi-Hit Bug works the way I think it does, it might be a loooong time before FDEV gets around to fixing it (if ever). They still haven't fixed Odyssey's broken Bullet Magnetism, and that was confirmed/acknowledged on their Issue Tracker back in Update 11. Suffice to say, I think we're ok for now... but just in case, I already have developed a fairly reliable Three-Heart Skip strategy that doesn't rely on the Multi-Hit Bug, and I'm working on several other alternatives 😁
The spammable panic shields shouldn't even be a thing to begin with. Overwhelming firepower is overwhelming firepower.
Absolutely!
Impressive - think I may have seen this in action, when a 'goid has like 70% hull remaining, I turn away to remove caustic, then boom it is demised - often wondered how it could happen so quickly.
This is certainly possible without crazy strategies or relying on hit registration bugs if enough players hammer away at a Cyclops; they only have a hull rated for 800 MJ, so they're fairly squishy as far as Interceptors go.
So now imagine in 2 weeks when you might be able to add 2 more plasmas ;d
My Cutter is ready for the sheer stupidity of 6 Salvation Plasma chargers 😈
Is this repeatable with shard canons?
Sadly, it doesn't appear to be - assuming we're using Salvation Shard Cannons, four can only do 738.5 MJ in 3 seconds at max fire rate before reloading; factoring in the Cyclops' HP regen rate of 60 MJ/s, that drops to 558.5 MJ, much lower than the required 800 MJ to outright explode a Cyclops.
Premium Ammo will get us closer, but still won't cross the 800 MJ threshold. This all assumes the Panic Shield doesn't activate after the first or second shot, which it probably will and will fully charge before the final shot connects.
This Three-Shot Kill was only possible because Plasma Chargers can register multiple hits in a single impact under the right conditions, otherwise they shouldn't technically be able do to this because of that damn Panic Shield too.
Is it regular plasma charger, or salvation version?
These are the Salvation Plasma Chargers.
@@CMDRTheRiz I've made an anaconda based on this video, and I can say it is pretty good! The only problem is the consistency of the glitch, and the timing needed before panic shield
Goddamn
Might as well take this video down for the glory of mankind Commander
If the Multi-Hit Bug works the way I think it does, it might be a loooong time before FDEV gets around to fixing it (if ever). They still haven't fixed Odyssey's broken Bullet Magnetism, and that was confirmed/acknowledged on their Issue Tracker back in Update 11.
Suffice to say, I think we're ok for now... but just in case, I already have developed a fairly reliable Three-Heart Skip strategy that doesn't rely on the Multi-Hit Bug, and I'm working on several other alternatives 😁