Hello all,
Now, I'd like to discuss the heat-related experimental effects of the engineers. First off, however I'd ask for some clarifications on heat buildup, heat signatures and detection range:
If I run multiple thermal shock lasers, will their effects stack or is there some kind of heat/second cap? Apart from that, we have got a heat-signature augmenting experimental modification (Emissive Munitions) and one that raises a ships heat (Thermal Shock), wouldn't it make sense using the one that roasts an enemy ship, because the hotter it get's, the stronger its signature, right?
I also have intensively tested thermal shock on NPCs and found out that even when you can already see all their heat-vents opening and glowing, they still seem to be able to use a heavy SCB without taking minor module or hull damage while being fired upon by three L thermal shock beam lasers, is this supposed to be a PvP-only mod? I'm sure it's capped somewhere below 100% heat, one steam guide says 90%.
Concerning thermal vent: I tried to do a stealth build with it, which kinda didn't work out. First off, it always seems to reduce heat by the amount it would have built up when hitting an enemy. So an OC beam would cool you down faster than an efficient one (this was tested with two efficient beams vs. two long-range beams on an asp). However, even when at 0% heat the enemies gimbals and turrets were able to target me. What was I doing wrong, is there a minimum range at which every enemy is able to detect you?
On the Thermal Counduit mod for beam lasers: did anyone test the strength it has at a low heat vs. heat at over 80% a quick search came out with inconclusive numbers. Also is it true that cold firing will actually reduce the damage? Wouldn't that make it totally worthless? Does anyone have a viable build for that?
I'd really like to know what kind of heat-related builds you guys are running. Currently I have a Python, an Asp, a DbX and an ImpEagle (just for the fun).
Thanks for you answers, guys!
Now, I'd like to discuss the heat-related experimental effects of the engineers. First off, however I'd ask for some clarifications on heat buildup, heat signatures and detection range:
If I run multiple thermal shock lasers, will their effects stack or is there some kind of heat/second cap? Apart from that, we have got a heat-signature augmenting experimental modification (Emissive Munitions) and one that raises a ships heat (Thermal Shock), wouldn't it make sense using the one that roasts an enemy ship, because the hotter it get's, the stronger its signature, right?
I also have intensively tested thermal shock on NPCs and found out that even when you can already see all their heat-vents opening and glowing, they still seem to be able to use a heavy SCB without taking minor module or hull damage while being fired upon by three L thermal shock beam lasers, is this supposed to be a PvP-only mod? I'm sure it's capped somewhere below 100% heat, one steam guide says 90%.
Concerning thermal vent: I tried to do a stealth build with it, which kinda didn't work out. First off, it always seems to reduce heat by the amount it would have built up when hitting an enemy. So an OC beam would cool you down faster than an efficient one (this was tested with two efficient beams vs. two long-range beams on an asp). However, even when at 0% heat the enemies gimbals and turrets were able to target me. What was I doing wrong, is there a minimum range at which every enemy is able to detect you?
On the Thermal Counduit mod for beam lasers: did anyone test the strength it has at a low heat vs. heat at over 80% a quick search came out with inconclusive numbers. Also is it true that cold firing will actually reduce the damage? Wouldn't that make it totally worthless? Does anyone have a viable build for that?
I'd really like to know what kind of heat-related builds you guys are running. Currently I have a Python, an Asp, a DbX and an ImpEagle (just for the fun).
Thanks for you answers, guys!