Heat sink and silent running question

To break to lock on you you can do that whit a heat sink... now if I go silent running for like 5 to 10 seconds will that do the same effect ?... And this on a medium size ship.
I am asking for a friend... 😌
 
Should work. Though losing your shields is quite a downside normally, especially if you're running for the slot and get the angle wrong :)
That brings to mind a recent 'adventure' I had...

SR into the station in my Cutter full of "2nd Owner" goodies - overshoot the pad so let the DC take me back to it... Get bumped so hard on the pad by the DC that 15% hull lost (and I didn't skip 'hull day' either!) The price of laziness :ROFLMAO:
 
SR into the station in my Cutter full of "2nd Owner" goodies - overshoot the pad so let the DC take me back to it... Get bumped so hard on the pad by the DC that 15% hull lost (and I didn't skip 'hull day' either!) The price of laziness :ROFLMAO:
That's why I wouldn't use SR - I often come into the station so fast that when the DC kicks in I still bounce off the end of the station - having no shields at that point would be ... unfortunate ;)
 
It's for a silent built... not to do illegal traffic 😇
No it's to make a combat ship but for them to lose the lock on you... combination of silent running and heat sink... but wanted to know if the 2 work the same... AKA target unlock.
 
It's for a silent built... not to do illegal traffic 😇
No it's to make a combat ship but for them to lose the lock on you... combination of silent running and heat sink... but wanted to know if the 2 work the same... AKA target unlock.
The heatsink solution is by far the best...

SR works well too if you are confident (or mad - depending on viewpoint) enough to run a hull tank build - with the added benefit of plenty of spare pips for engine & weapons 😎
 
The heatsink solution is by far the best...

SR works well too if you are confident (or mad - depending on viewpoint) enough to run a hull tank build - with the added benefit of plenty of spare pips for engine & weapons 😎
Well indeed it's to have more pips for boost and weapons... and at the same time try to not get shot... Well will give it a try this evening... thanks for the info cmdr's.. o7
 
Well indeed it's to have more pips for boost and weapons... and at the same time try to not get shot... Well will give it a try this evening... thanks for the info cmdr's.. o7
It is the trying not to get shot that is the really hard bit! ;)

Have a ball and come back to let us know how things went :cool:
 
The magic number you're looking for here then is something like 18% heat. Around there the NPCs will struggle locking on to you. Low emissions powerplant mod on something like a Krait or Diamondback will work well here. Make sure you remember the module protection on something like that though.
 
Silent running breaks lock only up to a point. 500m I believe.
So engaging silent running or ejecting a heat sinks will only work at a distance.
I would pair your build with a fast enough ship to maintain that distance. Food for thought.
 
I just keep cycling heatsinks when my heat rises to 20%. I started doing this after failing a few VIP passenger missions to scans.

I haven't been scanned with this method yet. And if the scan starts, it always seems to break it.

High cap heatsinks help too, for when you get a little "butterfingery" and miss the slot.
 
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