Oh gotcha. So fire the heatsink and move on!No. If your heat is below 20% after destroying the second-to-last heart (where EMP is normally fired), the goid just won't use it at all. And even if you do get hit by it, just drift away in FA OFF.
Oh gotcha. So fire the heatsink and move on!No. If your heat is below 20% after destroying the second-to-last heart (where EMP is normally fired), the goid just won't use it at all. And even if you do get hit by it, just drift away in FA OFF.
Yeah, I've been turning that over in my mind. the Current PP on that ship is grade 5 overcharged, while I only need the power of a grade 3 overcharge. It does have thermal spread on it. I'm considering rolling it back, (or, more smartly, rolling a new one) but Armored isn't enough even with the monstered effect.Re heat output, putting a highly OCed PP won't help there, I did armoured grd4 + thermal spread to improve efficiency to keep heat output relatively low.
Although if you need all the output it gives, I guess you're stuck.....
Don't be afraid/don't try to avoid firing heatsinks en masse! It's kinda required for interceptor combat. Stock up on resynths, you're gonna need them.Yeah, I've been turning that over in my mind. the Current PP on that ship is grade 5 overcharged, while I only need the power of a grade 3 overcharge. It does have thermal spread on it. I'm considering rolling it back, (or, more smartly, rolling a new one) but Armored isn't enough even with the monstered effect.
Ultimately I think I could save 10% of the PP heat if I redo that modification. I don't think that's going to be enough that I don't need to fire a heatsink or take damage by the 3rd volley of all 4 gauss cannons.
Either swapping out one of the smalls for another thermal vent, or adding another heatsink launcher at the cost of a shield booster. Not sure which will be my best option yet. I think I'll probably have to feel it out. At this point, I'm tooling around getting parts together, then I'll ship everything back out to thargoid land once my new stick comes in. I'll be prepared to try a few combos. I think I'll stick with the "just deal with it" plan for now. I have engineered the heatsinks now so that won't hurt. After I actually make my first kill I should have a better idea of what I really want moving forward.
Ok for cyclops maybe, but don't you wanna progress further at some point? Besides it's only low grade mats for sinks.It's not required for fighting a Cyclops, at least with a Krait. (I refuse to grind for HS spamming). I use the 4 HSs I do have purely to stop over heating from using SCBs.
I killed Basilisk in a Chieftain without orbiting. So it is possible, though for Medusa not anymore. If orbiting is not for you, try a big ship, mainly Cutter or Corvette.I would like to progress, but I can't be bothered to farm for mat's on a regular basis (even if low grade), so I don't bother fighting anything other than Cyclops when solo, I also hear that I'd need to learn FA off orbiting to fight the tougher ships, sod that! Lol. I do fight tougher interceptors in wings, that's good fun, although I don't join in against the Hydra's (nor do most people it seems), they're just ridiculously lethal! (without HS spamming etc or being in a much bigger & tougher ship!).
Nice , is the scoop just a temporary fit for travelling?Alright, fine folks.
New stick is in. Spent my trigger-less play time doing some final engineering and prep to really get this boat fitted, and have a few extra options for adjusting ready at the local station. And I've shipped it and the other modules back out the the nebula. Ready to go for whenever my next real play session is.
Here is the build as it stands now.
Coriolis EDCD Edition
A ship builder, outfitting and comparison tool for Elite Dangerouss.orbis.zone
I have an extra small thermal vent beam and an extra engineered heatsink launcher that I can sub in if I want them. All ready at the station.
Bring it on, bugs....
Nice , is the scoop just a temporary fit for travelling?
And although it's handy to have in many ways, personally I'd ditch the xeno scanner for another shield booster.
Scanner is useful for scouts, interceptors not so much.The scoop. I mean. I get that I won't need one to hunt bugs in Asterope, but I just never leave one off a ship. Why is it so big? Honestly, this was the one that was on here before I converted this ship for AX. The other version was a shield tank pacifiers/rails death machine. Generally I hate how heavy the ship feels when I load up on armor so... I just left it. I could throw in another HRP (there's one at the station) if I need to. I kind of think if I can't take these guys out with over 2.5k armor the problem exists between HOTAS and chair.
And, really? You don't scan them? I mean, I thought I needed this to see what the hell was going on and target them correctly? I've already taken of the field neutralizer on advise... Why do we have these modules if people don't use them?! Hahaha!
Really, because everything else I've seen says the opposite. Scouts show up and fully target/track with no special equipment, while interceptors scramble your targeting and can't be resolved unless you do the scan...Scanner is useful for scouts, interceptors not so much.
You can see what you need to be shooting quite easily.
The scanner only is needed to see target info:Really, because everything else I've seen says the opposite. Scouts show up and fully target/track with no special equipment, while interceptors scramble your targeting and can't be resolved unless you do the scan...
They don't scramble your targetting, just the info from the target, as per Dr Nagi's post above.Really, because everything else I've seen says the opposite. Scouts show up and fully target/track with no special equipment, while interceptors scramble your targeting and can't be resolved unless you do the scan...