Deleted member 38366
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I've killed about 70 elite anacondas form gamma through release and none of them have had railguns.Hmpf...
Seeing all those pet-safe "ELITE" Anacondas firing lame weapons really confuses the heck out of me.
I'll sure return, but the last and only one I saw fired much bigger gear, Railguns, Missiles, Plasma. Short-Range defenses weren't some small Pulse lasers but Beamers and Fragmentation cannons.
I do wonder if the Devs changed the loadout of these Mission targets.
In order to return to the one that killed my ASP without any (!) problems, I'm now sitting in a Python. Needed something that had the Shields to take a full salvo of heavy railguns 5sec after spawning in the scenario - the ones of my ASP didn't like those.
I still remember my Class 5 Shields failing from ~50% and the hull being shredded with one single burst while flying alongside it at about 400m range. A single burst (definitely no collision) - the entire ASP was gone instantly.
Would have been epic if I ever tried that in a tiny Cobra - wouldn't have survived 15 seconds in one against that massive Firepower and extreme maneuverability. I think the initial Dual Railgun burst would have gone straight through it in one shot.
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Anyway, last time I tested Silent Running vs. Missiles, I was surprised that it didn't do anything. All Missiles (either already on the way or before launch) hit with grim accuracy, despite Silent Running.
I guess the Thrusters will naturally give the Ship away, being an external heat signature Silent Running is naturally unable to cover up.
Otherwise, I remember going "undercover" this way also caused some Missiles to despawn mid-flight and re-appear in the left top Sector at about ~1.5km range for some reason. Everyone of them used to hit me right on top, due to that bug.
So in order to really remain "cool & invisible", it would indeed take FA off with no Throttle or Thrusters applied I guess, plus a completed Thruster cooldown of course, which takes quite some seconds.
Unfortunately, scripted Enemies don't seem to care about heat signature (tested that in Anarchy Resource extraction sites, spawning Pirates pinpointed my location even with 3% heat & stationary parked dead behind an Asteroid from 7km out).
Their turrets however, do - but I reckon that has nearly no effect inside of ~1km (assuming an amazing 25% heat signature and/or small ship).
At least that's my experience with heat vs. scripted opponents.
For all I know, reducing heat signature either does very little or downright nothing in combat - as the extremely low amounts of heat required to render enemy Gimbals/Turrets truly ineffective at any useful range would basically inhibit Thruster usage entirely.
Hey mate. I love what you're working towards. Give my vid on power management a look and it should help you refine your tactic a small amount. You'll notice that when the shift occurs that heat is not generated from the systems. In essence, it will let you bring more to the table while running cooler than usual.
https://www.youtube.com/watch?v=KshhFI5S-tA&list=UUBqC4ByKFYJu1WNY2RxxORA
Keep this stuff up. It's all the intricacies of the game that will eventually elevate it to one of the best ever made.
Peace.
Envisage
Personally I would fight with shields up to start. Why yield one advantage for another when you can have both? Start with ranged peppering, trade off blows, and then when appropriate, hit silent and drop their target mid fight. Continue to manage heat from THEN.
Maybe you need to think about STEALING the advantage, instead of HAVING the advantage ;-)
I hope that concept may prove fruitful. I'll follow along to see how it all goes.
Also, you can ALWAYS down grade a power plant to fit the structure I was laying out. If you were on an A2 instead of an A3, then check the balance for D3 and D2... they're lighter, making you more manuverable. Trouble however is the heat management stat. Certainly worth an investigation though to perfect your pursuit.
For example, if an D2 power supply means your interdictor fsd cargo and scoops are all no longer generating heat at all, they might be better over all than having a base line high heat management? Who knows. test test test
Perhaps it will bear fruit, perhaps it will waste 3 hours of your time. Please let me know however as silent running is a personal interest.
PP doesn't produce heat, it's "heat efficiency" rating seems to shows how much it can dissipate.
All other things being equal a D3 PP will mean your ship is running quite a bit hotter than if you had an A4, or probably even an A2, because it's efficiency rating is worse.
You should have the same heat signature to sensors while silent running regardless of your heat percentage.
Silent running closes off your radiators, so heat builds up, but you are as invisible while silent running no matter if you have 0% or 150% heat level.
Heat signature matters for detection in normal, non-silent running mode.
Just a reiteration.
If you use 2A with kinetics you wont be able to "turn off systems" when you pop weapons because you have more available than deployed MW's. If you use a lower MW 2d and EXCEED the available with your deployed, those turned off systems wont generate ANY heat. I don't know if the balance is better or not, but it could be nice to find out![]()
Hey mate. I love what you're working towards. Give my vid on power management a look and it should help you refine your tactic a small amount. You'll notice that when the shift occurs that heat is not generated from the systems. In essence, it will let you bring more to the table while running cooler than usual.
https://www.youtube.com/watch?v=KshhFI5S-tA&list=UUBqC4ByKFYJu1WNY2RxxORA
Keep this stuff up. It's all the intricacies of the game that will eventually elevate it to one of the best ever made.
Peace.
Envisage
As sensors use heat signature to resolve a target blip on radar and subsequently enable turrets to target lock, one should try to keep beyond sensor auto-resolve radar distance (on a target like a Pirate Lord is quite far with good sensors presumably, so beyond 1-1.5km). Also one needs to keep your ship's heat signature as low as possible even whilst using Silent Running to help increase this auto-resolve distance (so you can get closer and make contact with weapons on the target effectively), and particularly, fit Kinetic hardpoints throughout so ship's internal heat barely climbs whilst firing. I also turn any module off that is surplas to requirements during combat, so in the end when I activate Silent Running, the remaining modules I have switched on are Thrusters, Sensors & Heat Sink Launcher, & weapons of course, for improved heat management and reduce my heat signature further still.
You should have the same heat signature to sensors while silent running regardless of your heat percentage.
Silent running closes off your radiators, so heat builds up, but you are as invisible while silent running no matter if you have 0% or 150% heat level.
Heat signature matters for detection in normal, non-silent running mode.
This is wrong, even at 0% and silent running you can still be locked from a close distance, the hotter the ship gets the bigger the distance.
My feelings on it were just through personal experience, I do alot of smuggling and have had ship scans that started while approaching dock under SR and have used the heatsink to break it. BUT like I said, that is just personal feeling, it may've been that I just passed out of scan range each time that's happened. If fergal has indeed done several tests with another player then I might well be wrong.
My feelings on it were just through personal experience, I do alot of smuggling and have had ship scans that started while approaching dock under SR and have used the heatsink to break it. BUT like I said, that is just personal feeling, it may've been that I just passed out of scan range each time that's happened. If fergal has indeed done several tests with another player then I might well be wrong.
I got rid of the gimballed multicanons on the bottom and put in 2 fixed pulse lasers. Interestingly the gimballed pulse lasers generate less heat, and the turreted pulse laser generate even less heat again. I first tried the turrets, put them in forward only fire, but couldn't get them to shoot, I guess they need a target?
Would really love to try some low heat pulse lasers, if they still exist in the game, but I haven't noticed any stations selling any low heat or overcharged weapons in release.
The c1 pulse lasers do generate more heat than the c1 multicannons though.
I start attacking at 700m 43% heat. You can see unlike in the first video the anaconda shoots back straight away, so I think there is certainly something going on with having lower heat values and being at further distances.
You can see how quickly it can strip the D2 shields at 700m - 1km. I'm thrusting evasively, not just standing still like in the other video.
I would say 42% - 48% heat at under 1 km does nothing to help against the elite anacondas sensors.
At 2 mins in the authority vehicles arrive, I didn't realise I lest report crimes against me on. I used this opportunity to see what this would do to the anacondas targeting at range, and more importantly engaging silent running at range.
Its still shooting missiles at me at over 5.5 km away when I'm on 40% heat.
At 3:20 I go into silent running at 5.5 km. It again launched a missile at me, but there is a delay on silent running starting.
I have 25% heat in silent running when again at 3km. It shoots straight away.
ANother heat sink dropped and I get 0% heat in silent running at 1.3 km, does nothing.
I disengage silent running, after the last video I know 8 heat sinks isn't enough to keep using it for a long fight, and it seems to do nothing against this enemy.
I keep to about 3 km and thrust laterally and vertically. Heat is about 47% - 52%. 4 pips in my shields keeps them at about the level that they are getting damaged. At this range the lasers are doing less when they do hit, you can see my pulse lasers doing nothing to his shields.
At 5:30 I go in closer to 2.5 km, drop my heat to 0% with a heat sink. I get closer to 1.7 km, you can see the difference in its abilities to hit me, look at the difference in the shield damage done to me and the shield damage I can do with 2 c1 pulse lasers at this closer range. Certainly seems to have targeting problems when I'm on lower heat.
As I get to under 1.5 km and over 40% heat it starts being able to hit me again and my shields start to go down. It is still missing most of the time, but the difference is very noticeable.
At 7:00 I drop another heat sink and stay between 2.0 and 2.5 km. You can see my shield increase in strength while I am under 30% heat.
When I hit 50% heat its back hitting me as normal. I drop a few more heat sinks, you can see the effect on the amount of hits I receive.
[video=youtube_share;MxK_MO7JbLM]http://youtu.be/MxK_MO7JbLM[/video]
Regardless of silent running/heat signature, NPCs can see you from a considerable distance if you pass through their field of view. This is the main reason why silent running does not automatically let you sneak into a station.
This used to be readily apparent in that one training mission with the Elite Cobra you were supposed to sneak past. He will attack you from 2km+ out if he sees you, even if you are silent running. However, I've been able to follow him from a distance of ~500m until I exploded from heat without him knowing I was there, as long as I was always behind him.
I think they removed this tutorial mission upon release, which is a shame cause it's one of the most educational ones. Still, you should be able to do the same experiment in the mission with type-9.