Silent Running in Combat ...to hinder target lock

Fergal, something to clarify actually. You say his Cobra's sensors were C3, this is the max Cobra's can take, but which rating were they? This is the critical info actually, as if they were C3 A's for instance would dramatically improve his radar's ability, unless you meant C3 "C"s, and the size 3 or 4 was just a typo of some description?

Thanks again, Lancer

They were grade C, I wasn't sure if the cobra takes C3 or C4 sensors, its C3.
 
They were grade C, I wasn't sure if the cobra takes C3 or C4 sensors, its C3.

Ok thanks fergal, which to me suggests C3 B & A's will push this 1km auto-resolve distance up beyond 1.5km even perhaps to 2km. Sounds about right actually, certainly if each ship's Class Sensors relatively has a similar capability, because I needed to almost get to 2km from this Anaconda before his turrets couldn't lock anymore (presuming they were Rated "A"s, all other hardpoints on these Elite Pirate lords I expect are highly upgraded and such, with high class grades etc with it running devastating Plasma gun and whatnot).

I'd still be interested if current heat percentage whilst running SR has an effect on signature to hinder these values at all, would be interesting to know for sure. At least now we have a value that you have discovered to work from, so a Cobra running Class 3 Rating C Sensors will resolve a target rigged with Silent Running around about 1km.

Thanks again mate, has been really helpful you doing this test, that goes for your friend too. :)

Lancer
 
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I bought a new Viper, another one :) Thought I would make a "smuggling" viper, 2x8T cargo bays.
Tried a few combinations of parts to see what ran coldest, deploying lasers made a difference (just deploying, not shooting), but not much else.

As Morbad stated, the power plant is key to the heat. An A3 powerplant reduced my ships heat, and A2 worked the same, they both have a heat rating of "B".

I put a d2 shield on it since I was using both 3 sized slots for cargo bays, that seemed to make a bit of a difference, but I'm not 100% sure, and went out to find an elite anaconda. They seem to be everywhere.


With 4 multicannons I was able to keep my heat to 45-55%. I deployed some heat sinks to reduce it to 0% now an then.
Normally when I fight them I'm running at 70-85% heat. I'm also much closer.
I tried to keep my distance most of the time, the Anaconda struggled to hit me.

I was very surprised.
[video=youtube_share;oTfDOZCzBIo]http://youtu.be/oTfDOZCzBIo[/video]
 
I bought a new Viper, another one :) Thought I would make a "smuggling" viper, 2x8T cargo bays.
Tried a few combinations of parts to see what ran coldest, deploying lasers made a difference (just deploying, not shooting), but not much else.

As Morbad stated, the power plant is key to the heat. An A3 powerplant reduced my ships heat, and A2 worked the same, they both have a heat rating of "B".

I put a d2 shield on it since I was using both 3 sized slots for cargo bays, that seemed to make a bit of a difference, but I'm not 100% sure, and went out to find an elite anaconda. They seem to be everywhere.


With 4 multicannons I was able to keep my heat to 45-55%. I deployed some heat sinks to reduce it to 0% now an then.
Normally when I fight them I'm running at 70-85% heat. I'm also much closer.
I tried to keep my distance most of the time, the Anaconda struggled to hit me.

I was very surprised.
(check directly above for video of fergal demonstrating)

Hey great stuff, nicely done. Keeping your distance from start to finish for the most part was very interesting to watch. Considering you didn't use any shield cells (or silent running), to dispatch an anaconda like that was impressive actually. The quad m-cannon loadout really does have the advantage of keeping heat down for sure, but what was most interesting was this had the benefit of still being able to keep more or less consistant fire whilst having 4 pips to shields so they could cope with any fire with reserves being constantly supplemented.

Your few heat sink launches certainly helped to reduce your signature, which made you really hard to hit even more then, so yeah, heat sinks have a benefit even without using Silent Running also to try to hinder radar resolve.

Absolutely brill, great piloting and aiming, and thanks for doing this and posting it. :)

Lancer
 
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Did a little bit more testing with another player.
First thing, the D2 shields I used against the anaconda are about 58% the strength of the D3 shields I usually use. Its hard to see in the video but the anaconda must be missing all over the place to not take those weak shields down.

I was in a viper with A3 sensors, the other player was in a cobra with C3 sensors.

When the cobra was close to the viper and the distance increases the viper wasn't targetable at 3.5 km when the Viper was at 43% heat.
Moving the ships apart again when the viper was down to 36% heat changed the targetable distance down to 2.2 km.

Moving in from off radar the cobra picked up the 36% heat viper at 1.8 km. This was tested several times for the same result.

At 503m the viper dropped a heat sink, this made it unresolvable on the cobras radar. The cobra could pick it up again when it returned to 29% heat.

Going into silent running (no heat sink dropped) at 503m also made the viper untargetable. It was targetable again at 360m. The heat levels in the viper made no difference.
Moving back out from 360m to 450m in silent running didn't make the viper disappear, but being in silent running at 450m and dropping a heat sink did.

The heat levels (didn't try over 120%) at 450m didn't matter once it had vanished from the radar. I was able to sit at 450m and shoot my 4 multicannons constantly and not be targettable by the cobra. Moving back to under 360m made the viper targettable again.

The A3 sensors on the viper could see the cobra out to 6.2 km.
The cobra disappeared at over 2.5km with silent running on.

I'll try using silent running on an elite anaconda and see what that does.
 
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Did a little bit more testing with another player.
First thing, the D2 shields I used against the anaconda are about 58% the strength of the D3 shields I usually use. Its hard to see in the video but the anaconda must be missing all over the place to not take those weak shields down.

I was in a viper with A3 sensors, the other player was in a cobra with C3 sensors.

When the cobra was close to the viper and the distance increases the viper wasn't targetable at 3.5 km when the Viper was at 43% heat.
Moving the ships apart again when the viper was down to 36% heat changed the targetable distance down to 2.2 km.

Moving in from off radar the cobra picked up the 36% heat viper at 1.8 km. This was tested several times for the same result.

At 503m the viper dropped a heat sink, this made it unresolvable on the cobras radar. The cobra could pick it up again when it returned to 29% heat.

Going into silent running (no heat sink dropped) at 503m also made the viper untargetable. It was targetable again at 360m. The heat levels in the viper made no difference.
Moving back out from 360m to 450m in silent running didn't make the viper disappear, but being in silent running at 450m and dropping a heat sink did.

The heat levels (didn't try over 120%) at 450m didn't matter once it had vanished from the radar. I was able to sit at 450m and shoot my 4 multicannons constantly and not be targettable by the cobra. Moving back to under 360m made the viper targettable again.

The A3 sensors on the viper could see the cobra out to 6.2 km.
The cobra disappeared at over 2.5km with silent running on.

I'll try using silent running on an elite anaconda and see what that does.

This is invaluable. The varied distances you tested particularly with the C3 sensors seems to tally with what Sandro says, perhaps just a bit more effective which sounds about right as C3 aren't necessarily standard sensors. Also getting hard proof that current temperatures during Silent Running make no difference is good to hear, at least one doesn't have to be pre-occupied with current temperatures if it climbs, other than you will light up like a christmas tree once it has been disengaged.

Really thanks for testing this, as far as an Anaconda with A3 Sensors would be interesting for sure to see if that tallys with your cobra disappearing off radar at over 2.5km which also sounds about right as an improvement over C3 to A3, was the distance I had to really get to hinder the pirate's turrets, with these Pirate lords I've had experience with, was a similar distance (over 2km) to hinder turrets. Also be interesting seeing you use SR against an Elite Anaconda if you do test this, and perhaps you'll have to get beyond 2-2.5km also.

You have saved so much time on my behalf, like I say this is invaluable information, I owe you fergal. :):)
 
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I tried some more testing with an elite anaconda.
I got a problem launching the heat sinks, said I didn't have enough power, but I did.

While I was switching things on and off it hit me with its plasma shot, went from 100% shields to 2% hull and destroyed engines. Didn't last much longer after that :(
 
I tried some more testing with an elite anaconda.
I got a problem launching the heat sinks, said I didn't have enough power, but I did.

While I was switching things on and off it hit me with its plasma shot, went from 100% shields to 2% hull and destroyed engines. Didn't last much longer after that :(

It does happen sometimes, sure, for no apparent reason heat sinks won't fire. You'll obviously know about setting priorities, you're clearly well versed in all aspects of the game, but what I had learned recently which is obvious when you know, but having enough reserves in the Systems capacitor is needed for those modules that aren't thrusters or weapons (presumably). I honestly didn't realise this myself until fairly recently, but just checking with you. ;) I expect this is blatant and you're now thinking what a patronising git, I am.

Anyhoo, t'is probably just a buggy glitch.

Good luck next time :)

Lancer
 
Wow! That is great info! Also, I was surprised at how you did the fight. I usually approach as a dogfight and try to stay behind them all the time. Guess I need to rethink my tactics!
 
Wow! That is great info! Also, I was surprised at how you did the fight. I usually approach as a dogfight and try to stay behind them all the time. Guess I need to rethink my tactics!

Keeping your distance work pretty good against the anacondas, but to be honest I find ti boring to do. The AI just can't handle a small target, they like to stay at max weapon range, so I'm not really trying hard to also stay there. I'm on 0 throttle a lot of the time.

Up close you can actuality hit the powerplant so can make the kill much faster., lasers also seem to do much more damage up close than at 3km which works against the anaconda.

I haven't been able to get more assassination mission yet (I failed 5 by dying and I think my rep must have fallen) but I have fought some pirates.

Not really an accurate test, but I went into silent running and dropped a heat sink, the pirate behind me stopped shooting. The one in front didnt really shoot when it turned to joust, there seemed to be a noticeable change in the NPC behaviour. These were 2 sidewinder pirates, so probably had E1 scanners.

Before I went into silent running they had stripped my shields (again the D2 are horrible on the viper).

I tried to smuggle some stolen goods into a station, usually I just fly in as fast as possible, this time i went into silent running and went in at about 100 instead of 400.

My heat was around 10% when I heard scan detected, I dropped another heat sink, and I got fines for having stolen goods, I assume the ship was under its detection distance so my silent running and heat didn't matter. Bit disappointed though, another hit to my rep.

- - - - - Additional Content Posted / Auto Merge - - - - -

It does happen sometimes, sure, for no apparent reason heat sinks won't fire. You'll obviously know about setting priorities, you're clearly well versed in all aspects of the game, but what I had learned recently which is obvious when you know, but having enough reserves in the Systems capacitor is needed for those modules that aren't thrusters or weapons (presumably). I honestly didn't realise this myself until fairly recently, but just checking with you. ;) I expect this is blatant and you're now thinking what a patronising git, I am.

Anyhoo, t'is probably just a buggy glitch.

Good luck next time :)

Lancer

I was thinking it might be that but I'm not sure. I disabled the power distributor in hopes of saving some heat. I had 0 pips in sys because I was going to fight it with my shields down.
The sys capacitor should run everything (or it should just be called shields) but I haven't noticed it being needed for things like point defense turrets and kill warrant scanners.
 
Wow! That is great info! Also, I was surprised at how you did the fight. I usually approach as a dogfight and try to stay behind them all the time. Guess I need to rethink my tactics!

Hi VRMan, I'm not sure now, who's video demo you're refering to, as fergal showed in his demo of another technique of keeping distance, perhaps you were commenting on this, but if not, and you were watching mine of the OP, sure these tactics are still in a preliminary stage really, work "still in progress", but the tactics are certainly effective to try to hinder turrets capability to keep target lock.

To be honest, whoever's technique you are refering to, they are both interesting methods. Mine had the advantage of dispatching an anaconda pirate pretty quickly on the whole grand scheme of things, only took about 4 minutes, but I had to use all my shield cells. Fergal's on the other hand, didn't use any shield cells keeping his distance, however it took quite a bit longer and probably used a great deal more ammunition. I think fergal just did that to show it is possible, but I'm sure he'll agree, it is not perhaps a technique you'd use on a regular basis, takes too long. Interesting none the less!

Keeping your distance work pretty good against the anacondas, but to be honest I find ti boring to do. The AI just can't handle a small target, they like to stay at max weapon range, so I'm not really trying hard to also stay there. I'm on 0 throttle a lot of the time.

Up close you can actuality hit the powerplant so can make the kill much faster., lasers also seem to do much more damage up close than at 3km which works against the anaconda.

I haven't been able to get more assassination mission yet (I failed 5 by dying and I think my rep must have fallen) but I have fought some pirates.

Not really an accurate test, but I went into silent running and dropped a heat sink, the pirate behind me stopped shooting. The one in front didnt really shoot when it turned to joust, there seemed to be a noticeable change in the NPC behaviour. These were 2 sidewinder pirates, so probably had E1 scanners.

Before I went into silent running they had stripped my shields (again the D2 are horrible on the viper).

I tried to smuggle some stolen goods into a station, usually I just fly in as fast as possible, this time i went into silent running and went in at about 100 instead of 400.

My heat was around 10% when I heard scan detected, I dropped another heat sink, and I got fines for having stolen goods, I assume the ship was under its detection distance so my silent running and heat didn't matter. Bit disappointed though, another hit to my rep.

The trials and tribulations of dying attempting to kill Elite Pirate Anacondas, and smuggling illicit cargo and still getting detected after every effort not to. This all sounds so familiar, it's as if you're describing an average game session in the day in the life of myself. :)

Nice one fergal :), with my sadistic side, I sometimes like to hear others having difficulty, makes me feel not so pathetic myself!

Lancer
 
I noticed you were flying Assist Off.

I have trouble generating thrust whilst doing that, also I am unable to jump to another system unless in Assist On. How did you manage to do both?

I will endeavour to explore this avenue of flight further...:)
 
I noticed you were flying Assist Off.

I have trouble generating thrust whilst doing that, also I am unable to jump to another system unless in Assist On. How did you manage to do both?

I will endeavour to explore this avenue of flight further...:)

More than anything else it's simply practice. Once it "clicks" so to speak, in a way it's no harder than flying with assist On, as much as you wouldn't believe that. In my left hand (for thrusters), if you're a player that uses thrusters on a regular basis with assist on, I expect we're doing the same amount of work (control inputs).

To learn assist Off one should separate each hand in its own exersise , at first, leave the joystick orientation alone, and get used to flying with just thrusters, then practice adding the odd simple turn/pitch etc and countering it with the opposites. Trying to learn what each does in combination as a novice, is very hard, and gets confusing very quick.

Tip: set your throttle axis range on "Full Range Analogue Input", so then at center is trailing throttle, and pulling back on the stick will actually slow you down firing reverse thrusters (as opposed to having to press a button with forward thrust which just felt weird to me)

Good luck! :)

Cmdr Lancer
 
Found another elite anaconda. I thought I had an excellent plan, failed horribly. I replaced the 4 fixed x c1 multicannons with 4 gimballed x c1 multicannons.
They used more power, but didn't seem to generate more heat when shooting them, at least not very noticeable. Their extra power draw went over my powerplants limit, which allowed me to put everything I didn't want on into group 2 to save heat. This meant when I deployed my hardopoints all the modules I want off turn off automatically. Saves me the hassle of turning them off while a fight is going on.

27 seconds in I deploy hardpoints, you can see the life support turn off, I figured I could kill it in time (or turn it back on), working as planned :)

2.22 km out I start shooting it, I'm on 43% heat. Usually the anaconda returns fire instantly. Seems I might not be on its scanner. It starts shooting at 2.5 km when my heat is up to 45%, so I'm not sure what that means. It misses really badly out to its 3 km weapon max range. Certainly has problems targeting.

40% heat at 3.4 km it shoots a homing missile, missile tracks in on me correctly, so I'm certainly targettable.
38% heat at 3 km it starts shooting lasers at max range at it normally would.
I sit in front of it between 2 and 3 km. No thrusting on my part, just sitting dead. 1:55 it takes my shields down, which again, are d2 and really weak.

I start silent running at 1:55, here my master plan fails. Silent running turns off the shields, so I have the power to run everything else, to the other modules turn back on.

Silent running 25% heat and it can shoot at me at 3 km. Can't really hit me, but its shooting. I'm doing 0 thrusting, no evasive action at all.

6:46 I run out of heat sinks. Its about then I realise the gimballed multicannons are hopeless at this range. Very little damage to the powerplant and I'm running out of ammo, so I go in closer.


* edit Heres the whole vid, 1080P finally up.

[video=youtube_share;UoV1ZPxHeFs]http://youtu.be/UoV1ZPxHeFs[/video]
 
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Found another elite anaconda. I thought I had an excellent plan, failed horribly. I replaced the 4 fixed x c1 multicannons with 4 gimballed x c1 multicannons.
They used more power, but didn't seem to generate more heat when shooting them, at least not very noticeable. Their extra power draw went over my powerplants limit, which allowed me to put everything I didn't want on into group 2 to save heat. This meant when I deployed my hardopoints all the modules I want off turn off automatically. Saves me the hassle of turning them off while a fight is going on.

27 seconds in I deploy hardpoints, you can see the life support turn off, I figured I could kill it in time (or turn it back on), working as planned :)

2.22 km out I start shooting it, I'm on 43% heat. Usually the anaconda returns fire instantly. Seems I might not be on its scanner. It starts shooting at 2.5 km when my heat is up to 45%, so I'm not sure what that means. It misses really badly out to its 3 km weapon max range. Certainly has problems targeting.

40% heat at 3.4 km it shoots a homing missile, missile tracks in on me correctly, so I'm certainly targettable.
38% heat at 3 km it starts shooting lasers at max range at it normally would.
I sit in front of it between 2 and 3 km. No thrusting on my part, just sitting dead. 1:55 it takes my shields down, which again, are d2 and really weak.

I start silent running at 1:55, here my master plan fails. Silent running turns off the shields, so I have the power to run everything else, to the other modules turn back on.

Silent running 25% heat and it can shoot at me at 3 km. Can't really hit me, but its shooting. I'm doing 0 thrusting, no evasive action at all.

6:46 I run out of heat sinks. Its about then I realise the gimballed multicannons are hopeless at this range. Very little damage to the powerplant and I'm running out of ammo, so I go in closer.


Heres the whole vid, youtube process right now, and the 1080P always takes ages to appear.

(Check directly above for fergal's demonstration)

Sorry for the delay, had no idea you posted, was busy playing ingame testing a few things out myself, you should have messaged me.

Firstly, great battle, as much as these testing battles are a little unorthadox to watch for the average viewer, but some really informative results that we can pick out. Also let's not forget you're not using any shield cell potions. A part of me is glad we have them for the instances when you get mugged by three pirate cobras, say, but there's another nostalgic part of me that hankers back to the old days before we had them, so credit to you for doing 'all that' without them. Presumably you have got the mirrored surface comp hull yeah.

Was quite an epic battle actually, some good piloting, and with you keeping at that set distance around about 2-2.5km initially, whilst you were using Silent Running was really clear to see that the anaconda's turrets were really having difficulty in targeting you at this stage. Was obvious and became really apparent as soon as you disengaged it when you ran out of heat sinks, that he could target you with considerable ease thereafter.

You're right, C1 m-cannons are pretty weak, I have a couple to sub-target generally, on my Cobra's belly, but make up with the damage from C2's, which I gather from a test I've seen, are more than twice as effective than the baby C1's. Any particular reason you fitted C1's all round? I expect you would have had much more success with C2's, gimballed or not, I would say.

I liked your plan with the "over power" demands setup whether this was intentional or not, automatically de-activating modules with your priority settings, perhaps with the Silent Running disengaging and subsequently then shields demanding power would probably phase anyone who perhaps wasn't expecting it, but you got back in your stride soon after.

None the less, very interesting to watch, I wish it would process so I can see the values and text clearly, could just about make things out, but will return again once it has. At least you can upload a video during the day in a matter of minutes/hours, my pre-historic internet doesn't allow that, takes most of the night to upload a 10 minute video ;)

Nicely done, and yet more clarification showing Silent Running working, and because anything we learn from fighting these Elite npc's, even being anaconda's too, will improve the effectiveness of SR with lessor upgraded targets, which is really why I started with the most extreme, so if it works at any stage, the results will be amplified, on these lessor targets.

Cheers, and I'll come back a bit later, when I can see it properly ;)

Lancer
 
Sorry for the delay, had no idea you posted, was busy playing ingame testing a few things out myself, you should have messaged me.

Firstly, great battle, as much as these testing battles are a little unorthadox to watch for the average viewer, but some really informative results that we can pick out. Also let's not forget you're not using any shield cell potions. A part of me is glad we have them for the instances when you get mugged by three pirate cobras, say, but there's another nostalgic part of me that hankers back to the old days before we had them, so credit to you for doing 'all that' without them. Presumably you have got the mirrored surface comp hull yeah.

Was quite an epic battle actually, some good piloting, and with you keeping at that set distance around about 2-2.5km initially, whilst you were using Silent Running was really clear to see that the anaconda's turrets were really having difficulty in targeting you at this stage. Was obvious and became really apparent as soon as you disengaged it when you ran out of heat sinks, that he could target you with considerable ease thereafter.

You're right, C1 m-cannons are pretty weak, I have a couple to sub-target generally, on my Cobra's belly, but make up with the damage from C2's, which I gather from a test I've seen, are more than twice as effective than the baby C1's. Any particular reason you fitted C1's all round? I expect you would have had much more success with C2's, gimballed or not, I would say.

I liked your plan with the "over power" demands setup whether this was intentional or not, automatically de-activating modules with your priority settings, perhaps with the Silent Running disengaging and subsequently then shields demanding power would probably phase anyone who perhaps wasn't expecting it, but you got back in your stride soon after.

None the less, very interesting to watch, I wish it would process so I can see the values and text clearly, could just about make things out, but will return again once it has. At least you can upload a video during the day in a matter of minutes/hours, my pre-historic internet doesn't allow that, takes most of the night to upload a 10 minute video ;)

Nicely done, and yet more clarification showing Silent Running working, and because anything we learn from fighting these Elite npc's, even being anaconda's too, will improve the effectiveness of SR with lessor upgraded targets, which is really why I started with the most extreme, so if it works at any stage, the results will be amplified, on these lessor targets.

Cheers, and I'll come back a bit later, when I can see it properly ;)

Lancer

Its still processing, the 720p isn't even done, seems slower than usual.

I used non gimballed multicannons on the first test and they did massive damage at 2.5 km. The gimballed didn't, good to have a difference though.
I did upgrade to the reflective armour.

I had 100% shields and no armour and one plasma hit took me to 2% hull.
This time I went from 0% shields and 75% armour to 65% armour, so massive damage reduction. I would never use the relfective normally, but when I planned to fight with no shields I thought it was a safe bet against the anaconda.

The main part of the test that was disappointing was there was nothing I could to to get the anaconda to not shoot at 3 km. I hoped I could sneak in closer to see where its detection distance was, but its better than my A3 sensors. Only thing left to try ig go out to 7km then drive back in and see if it still shoots at 3 km.
 
Its still processing, the 720p isn't even done, seems slower than usual.

I used non gimballed multicannons on the first test and they did massive damage at 2.5 km. The gimballed didn't, good to have a difference though.
I did upgrade to the reflective armour.

I had 100% shields and no armour and one plasma hit took me to 2% hull.
This time I went from 0% shields and 75% armour to 65% armour, so massive damage reduction. I would never use the relfective normally, but when I planned to fight with no shields I thought it was a safe bet against the anaconda.

The main part of the test that was disappointing was there was nothing I could to to get the anaconda to not shoot at 3 km. I hoped I could sneak in closer to see where its detection distance was, but its better than my A3 sensors. Only thing left to try ig go out to 7km then drive back in and see if it still shoots at 3 km.


Its probably information you already know, but I only use gimballed when in a ship that can't turn fast enough to keep up with targeting as it has an extra margin you can still hit in from the minor guide, you can do a few more dubious maneuvers with gimbals like fly passes and strafing runs but overall I'd be extremely surprised if you achieved anything extra with gimbals over fixed.
 
I got rid of the gimballed multicanons on the bottom and put in 2 fixed pulse lasers. Interestingly the gimballed pulse lasers generate less heat, and the turreted pulse laser generate even less heat again. I first tried the turrets, put them in forward only fire, but couldn't get them to shoot, I guess they need a target?

Would really love to try some low heat pulse lasers, if they still exist in the game, but I haven't noticed any stations selling any low heat or overcharged weapons in release.

The c1 pulse lasers do generate more heat than the c1 multicannons though.

I start attacking at 700m 43% heat. You can see unlike in the first video the anaconda shoots back straight away, so I think there is certainly something going on with having lower heat values and being at further distances.

You can see how quickly it can strip the D2 shields at 700m - 1km. I'm thrusting evasively, not just standing still like in the other video.
I would say 42% - 48% heat at under 1 km does nothing to help against the elite anacondas sensors.

At 2 mins in the authority vehicles arrive, I didn't realise I lest report crimes against me on. I used this opportunity to see what this would do to the anacondas targeting at range, and more importantly engaging silent running at range.

Its still shooting missiles at me at over 5.5 km away when I'm on 40% heat.

At 3:20 I go into silent running at 5.5 km. It again launched a missile at me, but there is a delay on silent running starting.

I have 25% heat in silent running when again at 3km. It shoots straight away.

ANother heat sink dropped and I get 0% heat in silent running at 1.3 km, does nothing.

I disengage silent running, after the last video I know 8 heat sinks isn't enough to keep using it for a long fight, and it seems to do nothing against this enemy.

I keep to about 3 km and thrust laterally and vertically. Heat is about 47% - 52%. 4 pips in my shields keeps them at about the level that they are getting damaged. At this range the lasers are doing less when they do hit, you can see my pulse lasers doing nothing to his shields.

At 5:30 I go in closer to 2.5 km, drop my heat to 0% with a heat sink. I get closer to 1.7 km, you can see the difference in its abilities to hit me, look at the difference in the shield damage done to me and the shield damage I can do with 2 c1 pulse lasers at this closer range. Certainly seems to have targeting problems when I'm on lower heat.

As I get to under 1.5 km and over 40% heat it starts being able to hit me again and my shields start to go down. It is still missing most of the time, but the difference is very noticeable.

At 7:00 I drop another heat sink and stay between 2.0 and 2.5 km. You can see my shield increase in strength while I am under 30% heat.

When I hit 50% heat its back hitting me as normal. I drop a few more heat sinks, you can see the effect on the amount of hits I receive.

[video=youtube_share;MxK_MO7JbLM]http://youtu.be/MxK_MO7JbLM[/video]
 
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