Getting thermal overheat in Asp exp when using 2* 2f burst lasers

Hi,

I'm missing easy kills due to thermal overheat on my main top lasers - 2 * 2f bursts. they slice the opponent's shields down and then pack up due to too much heat allowing them to get way. I've tried adding a heat sink but all this does is pop twice and I'm back in the same position. I have A class power dist and an A class power gen so its not power, but I cannot get rid of the heat.

As the asp is not the fastest ship around - and I don't yet have a class thrusters/engines yet I need a weapon with reach - I guess I could load a couple of missile racks? but these get hit by point defence, or have I missed something?

It looks like other thermal weapons have a much greater thermal load than the bursts.

Reading around it looks like the Asp is just lousy at getting rid of its heat, so what would folk suggest I can use in place of the bursts that won't overheat, but will still allow me to get the target's shields down? I'm only defending, going after wanted NPCs.
 
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Cease fire for a few seconds when your WEP capacitor gets low...the lower it is, the more heat weapons dump into the ship.
 
Get some cannons or multicannons. Their capacitor drain is very minor, they aren't a major heat problem and they function best against no shields. Strip shields with the burst lasers then go to town on the hull with cannon.
 
Or engineer the lasers to be "efficient" which keeps them running without draining the capacitor so fast, and avoids overheating.

You will need access to The Dweller or Brew Tarquin.
 
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In terms of heat, pulse lasers are your best bet. With an A-rated distributor, you should be able to fit 4 small pulse lasers and be able to fire indefinitely with 4 pips to WEP.

If you move pips off WEP, heat builds up.

I'd go for 4x small pulse lasers and 2x medium muilticannon. There is no damage penalty against shields, but there is a damage penalty for hardpoints against the hull of a larger ship (i.e. small weapons against a medium hull). Kinetic does the best damage against hulls, so you want to minimise the damage penalty there.
 
I’m considering going 6x multicannon engineered for extra thermal damage. Anyone tried thi and, if so, how well does it work?
 
I’m considering going 6x multicannon engineered for extra thermal damage. Anyone tried thi and, if so, how well does it work?
It's fun!

Make sure you get (through a favour) a corrosive special on one of the small weapons - it reduces the overall damage that one weapon does, but the corrosive reduces hull hardness by 20%. It doesn't stack, but it applies to all weapon strikes against the hull for 5 seconds (IIRC). You want to minimise the impact to your DPS, which is why you put it on one small weapon.
 
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AspX is one of the coolest running ships in the game - it dumps heat like no other. It's the only ship that I will start charging the FSD while still fuel scooping at maximum rate (though admittedly you want to be careful with the bigger stars :) ).

Lasers always overheat, though. I presume it is just the lasers themselves and not the ship?

I use 4 size 1 beams and 2 size 2 multicannons on my AspX. Not that I use it for combat, but I will defend myself when interdicted.
 
You need 4 pips to weapons in order to minimise thermal load.

Most of my AspXs are set up with 4 x C1 beam lasers and 2 x C2 MC's.

This might not be correct but I think I did some sums and worked out that using 4 x C1 beams was slightly better than using 2 x C2 beams.
Also, when your capacitor runs low it will stop a weapon firing.
If you have 2 x C2 lasers then 1 will stop firing and you lose 50% of your DPS.
If you have 4 x C1 lasers then 1 will stop firing and you only lose 25% of your DPS.

I have 1 fire-group with lasers-only for stripping shields and then a 2nd fire-group which brings the MCs on-line with the lasers to do hull damage.
The lasers are all G5 efficient with no special effects (cos all the special effects for lasers are lousy IMO) and the MCs are G5 long range with 1 x thermal shock effect and 1 x corrosive or incendiary, depending on how I feel.

With that set-up I can use lasers-only if possible but bring the MCs on line either to help with the shields or do hull damage.
 
You can reduce heat by switching off every module you don't need, like cargo hatch, FSD, fuel scoop, etc - basically, anything you don't need for fighting. If that's not enough, you have to go and visit the engineers who have many recipes to reduce heat on various modules, like shields, engines and lasers.
 
I think a number have given good advice here:

Without engineers:
Max pips = less heat generated by power plant
Grade A power plant = less heat generated by power plant
Switch off anything else draining power = less head generated by power plant
Take a break from firing..
Use pulse lasers or cannons/multi-cannons instead

With engineers?
Minimise power usage first, minimise thermal load second

Any other alternative? Use a DBX = it has much better heat dissipation properties.
 
Thanks for all the ve useful info. Had no idea that low power would cause an overheat (yeh it just on the lasers not the ship as a whole). My Cobra III just used to run out of power, the Asp hits the thermal way before that.
 
AspX is one of the coolest running ships in the game - it dumps heat like no other.

Just to pick up on that...

I don't know what the actual stat's are but I always tend to think of the AspX as a hot-running ship.

It think it all started because it was the first ship where I took off from a surface, selected a jump destination, engaged the FSD while still on the surface and the ship properly cooked itself while the FSD was spooling up.
Another example is that, after fitting a C6 cargo rack and a C5 shield, when fitted with a C3 fuel-scoop, I'd often find that I had to take 2 or 3 bites at scooping in order to avoid overheating.

With hindsight, I probably wasn't considering stuff like how high the gravity was or whether I was running an overcharged PP but, as a result of experiences like that I always tend to bias my AspX builds in ways to minimise heat.

Which reminds me; another bit of advice for the OP would be to always go for an A-rated PP.
Even if your AspX is some kind of "light weight" build, instead of fitting, say, a 5D PP, fit a 4A PP instead.
The 4A PP will provide similar amounts of power and have much better thermal characteristics.
In fact, you'll often find that you can fit, say, a 3A PP and take it to an engineer and overcharge it and it'll still have better thermal characteristics than a 5D PP would have.

When I'm building a ship, I always fit it with a beefy A-rated PP then fit all the modules I want, go and get everything (except the PP) engineered and then, after doing that, I look at how much power the ship needs and then fit the smallest A-rated PP I can.
With a multirole AspX, chances are that a 5A PP will be required anyway but, if you get it engineered, don't overcharge it any more than necessary.
 
Just to pick up on that...

I don't know what the actual stat's are but I always tend to think of the AspX as a hot-running ship.

It think it all started because it was the first ship where I took off from a surface, selected a jump destination, engaged the FSD while still on the surface and the ship properly cooked itself while the FSD was spooling up.
Another example is that, after fitting a C6 cargo rack and a C5 shield, when fitted with a C3 fuel-scoop, I'd often find that I had to take 2 or 3 bites at scooping in order to avoid overheating.

With hindsight, I probably wasn't considering stuff like how high the gravity was or whether I was running an overcharged PP but, as a result of experiences like that I always tend to bias my AspX builds in ways to minimise heat.

The build I currently use has minimised heat and weight (though not hugely - I only get 40Ly), and as far as I can tell I'd be able to circle a star indefinitely. It barely gets above 80 until I get right to the drop-zone. Even before engineering I never had heat issues, though - I went to Sag A* in my unengineered Asp (I also took weapons... Just in case).

The Beluga has heat issues (the only ship that I've had overheat when leaving a planet :) ). In fact, my Beluga won't even do a jump without overheating unless I ensure that the temperature is below 46% before charging (what kind of weird temperature measurement is percent anyway? :D ).

I don't know what the stats are, either, but I'm pretty sure that the explorer ships are able to get rid of heat more quickly than other ships (it certainly seems that way to me, anyway).
 
A decent game would explain it but this is elite waste you life in the game because they invent a system deliberately you to the forums SO THEY CAN SELL EXPANSIONS.Pity what they made of this Could have been a good game
 
A decent game would explain it but this is elite waste you life in the game because they invent a system deliberately you to the forums SO THEY CAN SELL EXPANSIONS.Pity what they made of this Could have been a good game

Yes. And then they have the audacity to give people that have already bought an expansion a load of extra features for nothing. Shame on them.
 
A decent game would explain it but this is elite waste you life in the game because they invent a system deliberately you to the forums SO THEY CAN SELL EXPANSIONS.Pity what they made of this Could have been a good game

Your posts continually complaining about things you have no idea about are just embarrassing yourself. Are you a plant from another game?

[down]
 
Are you a plant from another game?

Best-Plants-Vs-Zombies-Wallpaper-21-On-Hd-Wallpaper-Download-with-Plants-Vs-Zombies-Wallpaper.jpg
 
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