I don't know if you're looking for advice, but I have a couple of questions and suggestions. Feel free to ignore if you don't care. x3 Why 2 feedback rails? The meta setup would be 1 feedback and 1 superpen. You don't need 2 feedback rails, since the effect doesn't stack. Why bi-weave is fast charge? You'd be better off with lo-draw (both quicker recharge AND recovery times, check yourself). FSD engineering doesn't really matter in a combat build, but why not go with SCO? Unless it's a pre-SCO build, which would be a great segue to the next question: why long range interdictor? SCO drives make this engineering for interdictor pretty much useless in my opinion, I always go with extended capture arc. Other than that, build looks great.
@sleepymincy feedback rails do stack. I will need to check up low draw but I personally have had more luck with fast charge with other builds and yes it is pretty sco but it's also what I had at the time.
@@therfspark3 feedback experimental does not stack. You just need to hit the target multiple times with the same rail to get it to original level of bank reduction. My source: 2.2.03 patch notes. You'd get more utility from having superpen in my opinion, but sure, if you say so. And I'm not sure what do you mean by "fast draw". Last time I checked, lo-draw is faster. It's dependent on the distro: if distro is smaller than or the same size as the shield, then lo-draw is better. If bigger, then fast charge.
@sleepymincy Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks. So each time you hit a scb with a feed rail it will keep reducing the health as it's spinning up. So more rails and more dmg those rails do the more scb it'll take away up to 90%. Scbs all have different health pools so bigger scbs require more feedback needing to be done.
You put a lot of care into that ship. Cool build.
Thanks! I am glad you enjoyed it!
I've used it once and then I saw that DBS has 4 utility slots
@@TogglePr0 DBS actually could be a fun small to work on next!
I don't know if you're looking for advice, but I have a couple of questions and suggestions. Feel free to ignore if you don't care. x3
Why 2 feedback rails? The meta setup would be 1 feedback and 1 superpen. You don't need 2 feedback rails, since the effect doesn't stack.
Why bi-weave is fast charge? You'd be better off with lo-draw (both quicker recharge AND recovery times, check yourself).
FSD engineering doesn't really matter in a combat build, but why not go with SCO? Unless it's a pre-SCO build, which would be a great segue to the next question: why long range interdictor? SCO drives make this engineering for interdictor pretty much useless in my opinion, I always go with extended capture arc.
Other than that, build looks great.
@sleepymincy feedback rails do stack. I will need to check up low draw but I personally have had more luck with fast charge with other builds and yes it is pretty sco but it's also what I had at the time.
Also just relook on edsy and fast charge is faster for both.
@@therfspark3 feedback experimental does not stack. You just need to hit the target multiple times with the same rail to get it to original level of bank reduction. My source: 2.2.03 patch notes. You'd get more utility from having superpen in my opinion, but sure, if you say so.
And I'm not sure what do you mean by "fast draw". Last time I checked, lo-draw is faster. It's dependent on the distro: if distro is smaller than or the same size as the shield, then lo-draw is better. If bigger, then fast charge.
@sleepymincy good pip management will have your distributor working fine and feedback does stack I have ran multiple tests and seen that it does.
@sleepymincy
Feedback Cascade no longer provides a fixed 90% reduction to healing, instead each hit reduces the healing rate by an amount proportional to damage capped at -90% as before. Exact number of hits to reach the cap varies based on size of weapon and shield cell, but will typically be 2-3 (requiring either high skill or multiple railguns) and up to 5 for smaller weapons against size 8 cell banks.
So each time you hit a scb with a feed rail it will keep reducing the health as it's spinning up. So more rails and more dmg those rails do the more scb it'll take away up to 90%. Scbs all have different health pools so bigger scbs require more feedback needing to be done.