Weapon Stabilizer vs Heat

I have yet to experiment with the weapon stabilizer and wonder if there is a need to have one. I know it allows for an extra (or 2) experimental weapon, but I don really feel a need for an extra weapon. For sure it allows for extra punishment for the thargoid, but it can be done with the original setup of 4 weapons.

One of the problems with the weapons is heat. Since the stabilizer allows for extra weapons, I wonder if it also manages heat better. In other words is it also beneficial to have one with the original 4 weapon setup?

🤔
 
If you're having issues with Heat buildup, Salvation Plasma Chargers don't generate anywhere near as much heat as Salvation Shard Cannons do - even when firing 6 of them.
 
If you're having issues with Heat buildup, Salvation Plasma Chargers don't generate anywhere near as much heat as Salvation Shard Cannons do - even when firing 6 of them.
Yeah .. I have one of those. One Krait2 build with plasma. I just recently did another build with the shards and that one gets a little hot when firing a salvo. Not that it is not manageable, but it would be nice if we had another heat suppressor with the stabilizer.
 
Great advice above with the Plasma; indeed, I like to observe:
  • Many Plasmas are relatively cool but will drain the Distributor power.
  • Many Shards are relatively low-draw but cause a lot of heat, but where the long reload time actually wastes heat sink duty.
  • Plasmas and Shards have almost the same shot speed.
Put those ideas together into a combined loadout and manage the two triggers for it, and you obtain a stream of Plasma and Shard strikes with more balanced use of a heat sink and without draining the Distributor power. I have a two-stage trigger which works quite well for this! Prior to the Invasions I was using it to maintain a short-range Beam Laser and tap the second stage for Fragment Cannons, so this slightly strange setup actually feels relatively natural for me.
 
Great advice above with the Plasma; indeed, I like to observe:
  • Many Plasmas are relatively cool but will drain the Distributor power.
  • Many Shards are relatively low-draw but cause a lot of heat, but where the long reload time actually wastes heat sink duty.
  • Plasmas and Shards have almost the same shot speed.
Put those ideas together into a combined loadout and manage the two triggers for it, and you obtain a stream of Plasma and Shard strikes with more balanced use of a heat sink and without draining the Distributor power. I have a two-stage trigger which works quite well for this! Prior to the Invasions I was using it to maintain a short-range Beam Laser and tap the second stage for Fragment Cannons, so this slightly strange setup actually feels relatively natural for me.
The drawback on the plasma is the charging time. I often fly around with charged plasmas and the are great for scouts and also good for interceptors.
The plasmas also seem to charge slower when there is heat, so i shoot a sink to counter this in a situation where the charging starts get slower and i need the shot.

The shard cannon let you deal a salvo of shots, but the heat builds up quite severe. Basically every salvo is a sink. They are basically a better choice for q more aggressive tactic more up close.

A combination of the two might be interesting. I may give that a try.
 
The drawback on the plasma is the charging time.

Alone, yes—the point was that I can hold my trigger first stage to start the Plasma charging, tap the second stage a few times to release Shards, then release the first stage for the charged Plasma! It is still definitely a bit weird, though using Shards during the charge time can/does help balance the heat and the draw.


The plasmas also seem to charge slower when there is heat

Indirectly, yes—almost certainly the Plasma is actually charging slowly because your WEP capacitor is empty, so it will be the rate at which your WEP is regenerating.


The shard cannon let you deal a salvo of shots, but the heat builds up quite severe. Basically every salvo is a sink.

Indeed, and the worst part is then the interval you spend at 0% with the heat sink still active. Actually, I have yet to try placing all Shards on staggered fire-groups despite having done so with Gauss previously, which may help with spreading the heat temporally over ten half-shots.
 
It is my experience that the plasma charges slow at some point. That is where I pop the sink. It seems to charge up faster at that point. I woud think it has something to do with heat because of that 🤔
Could tell you for sure, but I am flying the shard version right now.

Just funny how this game has such a scientific angle to it 😄
 
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