Exactly that point formed part of my thought! More fully:
- Full Plasma is low heat but high draw, thus a heat sink interval is not used efficiently (heat egress wasted while at 0%, cannot use full-charge Plasma continuously).
- Full Shard keeps a heat sink busy but has a long reload, which is similarly inefficient with the heat sink interval.
- The very similar shot speed allows a combination Shard strikes during the Plasma charge, followed with the Plasma strike, and is managed well with a heat sink active.
I find myself quite keen to keep Plasma around for its economical ammunition and versatility (Scouts, shields).
For what it is worth, note that flying in and releasing double charged Plasmas at the same time as double Shards should anger a Cyclops petal somewhat more cheaply. That said, simply preferring the Shard is an overriding reason to stay fully with that, and I admit I quite enjoy having a full Shard pilot flying around. Actually, four Shards with premium ammunition could already destroy a Cyclops directly, and now a five-Shard starship can do the same with normal ammunition.
Indeed! I was doing something much like that at the starport in Dao Tzu yesterday while various Commanders ran evacuations there.
Progress was updated earlier, though nothing changed course (including Pathamon still rising!), and I imagine Dao Tzu will be complete by early evening.