Work in progress...
If you haven't seen my previous threads concerning this subject, I have been experimenting with Silent Running deployment during combat, to try and hinder a hostile's turrets/gimbal/missile ability to keep target lock. Since my first initial thread, and particularly after dev Sandro Sammarco posted a description of how Silent Running works and what actually contributes to its effectiveness on this thread, this was extremely helpful to actually learn the rules and coding behind this subject and its' possible application, particularly using Silent Running in combat.
After much discussion and trial and error (plus a bit of help from a faithful subscriber on my tube channel), I have certainly made great progress in getting this to work, so there really is an alternative counter to turrets, gimbals and missiles, instead of having to fit a Chaff Launcher or ECM and fill one of the few Utility slots we have on most ships (usually only 2, so fitting a chaff, leaves only one utility slot which considerably restricts your activity, trying to choose between any of the 3 other scanner types and Heat Sink Launcher). This exersise demonstrated below does not render these Chaff or ECM as surplas to requirement tools, as they can be deployed with active shields, so are a further advantage over using Silent Running like I have below.
As sensors use heat signature to resolve a target blip on radar and subsequently enable turrets to target lock, one should try to keep beyond sensor auto-resolve radar distance (on a target like a Pirate Lord is quite far with good sensors presumably, so beyond 1-1.5km). Also if not using Silent Running, one needs to keep your ship's heat signature as low as possible, which also can help to increase this auto-resolve distance (so you can obviously get closer and make contact with weapons on the target effectively), and particularly, fit Kinetic hardpoints throughout so ship's internal heat barely climbs whilst firing. I also turn any module off that is surplas to requirements during combat, so in the end if I activate Silent Running or not, the remaining modules I have switched on are Thrusters, Sensors & Heat Sink Launcher, & weapons of course, for improved heat management to reduce my heat signature further still, and the longevity of Silent Running.
So practicing and combining these precedents at once, really is an effective tactic to try and hinder auto tracking weapons, when you'd prefer to stay in a fire fight instead of turning tail to bug out, once your shields have collapsed.
I do need to work on my Heat Sink deployment timing, to reduce my signature quickly at the right moment, as in this particular battle, most of my hull was lost from the two missiles that made contact. Other than this, I had lost little hull damage as the turrets made little contact during the moments I had successfully practiced all the stipulations listed above at once.
Thanks for reading, and I hope this will help anyone who is interested in additional combat tactics. Cmdr Lancer
[video=youtube;F6YWoazRGbI]https://www.youtube.com/watch?v=F6YWoazRGbI&list=UUyN1Fc9WYQ_P1RRu2xUzeYg[/video]
If you haven't seen my previous threads concerning this subject, I have been experimenting with Silent Running deployment during combat, to try and hinder a hostile's turrets/gimbal/missile ability to keep target lock. Since my first initial thread, and particularly after dev Sandro Sammarco posted a description of how Silent Running works and what actually contributes to its effectiveness on this thread, this was extremely helpful to actually learn the rules and coding behind this subject and its' possible application, particularly using Silent Running in combat.
After much discussion and trial and error (plus a bit of help from a faithful subscriber on my tube channel), I have certainly made great progress in getting this to work, so there really is an alternative counter to turrets, gimbals and missiles, instead of having to fit a Chaff Launcher or ECM and fill one of the few Utility slots we have on most ships (usually only 2, so fitting a chaff, leaves only one utility slot which considerably restricts your activity, trying to choose between any of the 3 other scanner types and Heat Sink Launcher). This exersise demonstrated below does not render these Chaff or ECM as surplas to requirement tools, as they can be deployed with active shields, so are a further advantage over using Silent Running like I have below.
As sensors use heat signature to resolve a target blip on radar and subsequently enable turrets to target lock, one should try to keep beyond sensor auto-resolve radar distance (on a target like a Pirate Lord is quite far with good sensors presumably, so beyond 1-1.5km). Also if not using Silent Running, one needs to keep your ship's heat signature as low as possible, which also can help to increase this auto-resolve distance (so you can obviously get closer and make contact with weapons on the target effectively), and particularly, fit Kinetic hardpoints throughout so ship's internal heat barely climbs whilst firing. I also turn any module off that is surplas to requirements during combat, so in the end if I activate Silent Running or not, the remaining modules I have switched on are Thrusters, Sensors & Heat Sink Launcher, & weapons of course, for improved heat management to reduce my heat signature further still, and the longevity of Silent Running.
So practicing and combining these precedents at once, really is an effective tactic to try and hinder auto tracking weapons, when you'd prefer to stay in a fire fight instead of turning tail to bug out, once your shields have collapsed.
I do need to work on my Heat Sink deployment timing, to reduce my signature quickly at the right moment, as in this particular battle, most of my hull was lost from the two missiles that made contact. Other than this, I had lost little hull damage as the turrets made little contact during the moments I had successfully practiced all the stipulations listed above at once.
Thanks for reading, and I hope this will help anyone who is interested in additional combat tactics. Cmdr Lancer
[video=youtube;F6YWoazRGbI]https://www.youtube.com/watch?v=F6YWoazRGbI&list=UUyN1Fc9WYQ_P1RRu2xUzeYg[/video]
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