Work in progress!!
A quick post if you have any questions concerning the application of Silent Running as an offensive tactic tool during combat, instead of having to fit a Chaff Launcher or ECM to try and hinder target lock from turrets/gimbals and fill a valuable utility slot. The Chaff & ECM of course, add something extra over SR as they can be deployed with active shields.
I started a thread about a month ago because I was confused as to exactly what Silent Running did, other than shut radiator vents and hinder scanners from a certain distance. Dev Sandro Sammarco did reply to this old thread to explain the rules and coding behind Silent Running, and how certain aspects affect radar resolve and subsequently turrets/gimbal hardpoints and missile lock.
The variants in SR's efficiency are caused by:
*Sensor efficiency (different Ratings)
*Current Heat Signature (hotter you are has an impact even whilst using Silent Running)
*And distances between combatants (2-300 meters makes no difference, up to 500 and beyond depending on both above for auto-target-resolve distance).
I have continued to experiment with SR in combat, but decided to test it against one of the hardest npc opponents to get a maximum extremity.
More is explained during the battle, but if youre interested please watch:
[video=youtube_share;9h88YoXqjuw]http://youtu.be/9h88YoXqjuw[/video]
Although there's no way of knowing for sure, but I'm guessing as these Elite pirates are well armed, so I'm also presuming their sensors are high rated too, so in this particular battle, and in the end, the distance I had to get from him to hinder target lock was ulitmately too far for me to shoot back effectively. However, against a lessor foe, with lower rated even average Sensors, I am hoping to have more success to within around 1km where one is still beyond auto-resolve distance and subsequently target lock but able to make decent contact with weapons fire. At least it has shown me a benchmark to experiment with.
Whilst one has functioning shields it would be silly to activate Silent Running (like I do in the video more or less, but it was a test). But at the end of a battle, when you don't want to turn tail and bug out, perhaps Silent Running for a last ditch offensive attack, with a well timed Heat Sink launch, could make all the difference and be used to evade and destroy at the same time. (All still work in progress, I'll be the first to admit if SR definitely cannot be used in this manner, but as far as I'm concerned, at present, the jury is still out)
Lancer
Link to original post with Sandro's response copied & pasted at the bottom of my first initial post
https://forums.frontier.co.uk/showthread.php?t=68069&p=1130041#post1130041
A quick post if you have any questions concerning the application of Silent Running as an offensive tactic tool during combat, instead of having to fit a Chaff Launcher or ECM to try and hinder target lock from turrets/gimbals and fill a valuable utility slot. The Chaff & ECM of course, add something extra over SR as they can be deployed with active shields.
I started a thread about a month ago because I was confused as to exactly what Silent Running did, other than shut radiator vents and hinder scanners from a certain distance. Dev Sandro Sammarco did reply to this old thread to explain the rules and coding behind Silent Running, and how certain aspects affect radar resolve and subsequently turrets/gimbal hardpoints and missile lock.
The variants in SR's efficiency are caused by:
*Sensor efficiency (different Ratings)
*Current Heat Signature (hotter you are has an impact even whilst using Silent Running)
*And distances between combatants (2-300 meters makes no difference, up to 500 and beyond depending on both above for auto-target-resolve distance).
I have continued to experiment with SR in combat, but decided to test it against one of the hardest npc opponents to get a maximum extremity.
More is explained during the battle, but if youre interested please watch:
[video=youtube_share;9h88YoXqjuw]http://youtu.be/9h88YoXqjuw[/video]
Although there's no way of knowing for sure, but I'm guessing as these Elite pirates are well armed, so I'm also presuming their sensors are high rated too, so in this particular battle, and in the end, the distance I had to get from him to hinder target lock was ulitmately too far for me to shoot back effectively. However, against a lessor foe, with lower rated even average Sensors, I am hoping to have more success to within around 1km where one is still beyond auto-resolve distance and subsequently target lock but able to make decent contact with weapons fire. At least it has shown me a benchmark to experiment with.
Whilst one has functioning shields it would be silly to activate Silent Running (like I do in the video more or less, but it was a test). But at the end of a battle, when you don't want to turn tail and bug out, perhaps Silent Running for a last ditch offensive attack, with a well timed Heat Sink launch, could make all the difference and be used to evade and destroy at the same time. (All still work in progress, I'll be the first to admit if SR definitely cannot be used in this manner, but as far as I'm concerned, at present, the jury is still out)
Lancer
Link to original post with Sandro's response copied & pasted at the bottom of my first initial post
https://forums.frontier.co.uk/showthread.php?t=68069&p=1130041#post1130041
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