PvP Low heat builds and targetting / general qs

I'm currently trying to plug some gaps in my knowledge as I build a new ship.

Qs:

Is there a relationship between % heat of your ship and detection distance outside the autoresolve 'bubble'?

How well used is the 'emissive' experimental?

I'm assuming cannons are the low heat warrior weapons. Is this correct?

Cheers for any insights!
 
I'm currently trying to plug some gaps in my knowledge as I build a new ship.

Qs:

Is there a relationship between % heat of your ship and detection distance outside the autoresolve 'bubble'?

How well used is the 'emissive' experimental?

I'm assuming cannons are the low heat warrior weapons. Is this correct?

Cheers for any insights!

There is a heat / detection distance relationship, but it’s individual for each ship type. Sidewinders have a tiny base heat signature and will drop of the radar first.
 
No list, but each ship hull comes with a hard-coded sig value.

The game then applies this against temperature, sensor and range, as an abcd quad-aggregate, to determine net signature.

The net signature then determines sesnsor resolution, quality of gimbal tracking and whether seekers can lock.

Finally the game overrides some of the above via a hostility check (making lock automatic for all, including wingmates, against a recently firing target) but the hostility check does not provide seeker lock or improve gimbal tracking. Only emissive can do that.

Coriolis will show you weapon heat per second but 'yes' about cannons.
 
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Great stuff guys, thanks!

Truesilver-

Finally the game overrides some of the above via a hostility check (making lock automatic for all, including wingmates, against a recently firing target)

How long is this automatic lock after a recently firing target last? If I stop firing will my signature go from solid to unresolved?
 
Great stuff guys, thanks!

Truesilver-



How long is this automatic lock after a recently firing target last? If I stop firing will my signature go from solid to unresolved?

Sorry can't answer specifically but it ain't quick. Once a fight starts you'll basically be resolved.

The wingmate addition was Frontier's final nail in the silent running coffin, ED 2.2 iirc. (Same point with or without SR engaged.)

I'm afraid that it limits the utility of running cold in PvP to preventing missile lock and, to a minor extent, nerfing enemy gimbals.
 
Thats a shame. I'm more interested in preventing module sniping than anything else (by becoming unresolved) but preventing missile and gimbal lock is useful.
 
Thats a shame. I'm more interested in preventing module sniping than anything else

Unfortunately only possible while running/not fighting. This goes back to game inception really. In 1.5 in a friendly duel my mate Honcho had full module lock on me, me in SR. He put a c4 PA shot into my Asp's distributor - on purpose! Likewise we use to core out silent running FAS like apples...
 
Gah. Thanks for the info but its made me a bit depressed. SR and low temp combat builds seem utterly pointless when they could be a lot of fun.
 
Well I was/ (am?) building a FAS cool running hulltank with the idea that if my opponent moves away to snipe I become hard to lock onto. But from what you say that can never happen if I fire back.
 
The emmisives special effect works really well against cold ships. My heat sink Cobra was recently owned by a T9 with a long range emmisives weapon which lit me up for the rest of the guns. Because of the long range my usual tactic of flying away and vanishing before returning didn't work. I wasn't bright enough to figure out what was going on until my ship was in deep trouble.
 
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