Funny, my "Xenoclast" is very similar, 4xsize 2, 2x size 1 modified shard. I don't need a scanner, 3 sirius heatsinks and the neutralizer. One size 1 thermal vent long range beam turret to keep the ship cool and as a "laser pointer" to the victim. No need to wait after the 3rd heart you can finish a Cyclops. Just make sure the Shards reload before the heart, heatsink, one shot for the heart, three more and the Cyclops is history. No need to deal with the shutdown field. If you feel real aggressive, gank it. First heart, stay in, heatsinks and 5 shot salves, shield drops, next heart, stay in there, take the missile, 3rd heart and the Cyclops. Delay the last heatsink a little and the caustic damage is also gone. 3 module reinforcements for the lightning attack. Only a valid approach with a base to repair/rearm of course. There is no need for two fire groups, I fire all 6 Shards and trigger the beam turret with one. There is also no need for a half pip in sys. You can kill the hearts 1 and 2 0:4:2 and go 0:2:4 for heart 3 and the kill. 4:2:0 only to recharge the sys capacitor after neutralizer use. Scouts are single shot victims for 6 Shards. With a little aim practice you will get there. Glory to mankind commander.
@scarlettiberius loose all Guardian for human module and hull reinforcements, armored monstered should do the trick. You don't even need an overcharged PP.
Funny, my "Xenoclast" is very similar, 4xsize 2, 2x size 1 modified shard. I don't need a scanner, 3 sirius heatsinks and the neutralizer. One size 1 thermal vent long range beam turret to keep the ship cool and as a "laser pointer" to the victim. No need to wait after the 3rd heart you can finish a Cyclops. Just make sure the Shards reload before the heart, heatsink, one shot for the heart, three more and the Cyclops is history. No need to deal with the shutdown field.
If you feel real aggressive, gank it. First heart, stay in, heatsinks and 5 shot salves, shield drops, next heart, stay in there, take the missile, 3rd heart and the Cyclops. Delay the last heatsink a little and the caustic damage is also gone. 3 module reinforcements for the lightning attack. Only a valid approach with a base to repair/rearm of course.
There is no need for two fire groups, I fire all 6 Shards and trigger the beam turret with one. There is also no need for a half pip in sys. You can kill the hearts 1 and 2 0:4:2 and go 0:2:4 for heart 3 and the kill. 4:2:0 only to recharge the sys capacitor after neutralizer use. Scouts are single shot victims for 6 Shards.
With a little aim practice you will get there. Glory to mankind commander.
I didn't have power for the beam, but getting rid of the scanner might just do the trick, I'll have to thinker with it. Thanks for the tips !
@scarlettiberius loose all Guardian for human module and hull reinforcements, armored monstered should do the trick. You don't even need an overcharged PP.