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Heatsink: Good or Bad?

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Sammy B. T.:
I've found myself using heatsink several times as a substitute for greased for my mallet spanner buff engineers. Especially for carronades. It was nice for my squid as the man in charge of the front gun was able to buff, quick repair and not worry too much about fires. It certainly isn't as good as chem spray but the dps difference is minimal and it was one less thing for the rest of my crew to worry about.

sparklerfish:
Heatsink is my preferred ammo for light flak for reduced arming time and extra shots, and often my third ammo choice as a gunner for a gun that has two other optimal ammo types to help with fire prevention/suppression.  It's also awesome for the flare gun because it gets you three flares, and if it's the rear gun on a pyra you can start it loading and get in a full repair cycle or even two if you're quick and still get back in time to finish the reload.

Squidslinger Gilder:
When I brought back the trifecta Junker in a match months back, I had heatsink in the LF and I think on the front. No one caught that we were using it, they thought it was chems. But it was all purposeful.

With disable as effective as it is and engineers already stressed with chem cycles, I looked at options for doing the trifecta again since I knew we needed a kill ship but I didn't like how gat/mort had been treating us at the time. It just takes too long to strip armor and too long to get the mort into position.

I want the old LF back pre arming timer. It was the best gun for boats with side mounts that needed turning and accuracy to compensate for lateral movement. LF can still do it but now only with range being accounted for.

So considering that, gotta look at ammo. Incendiary fires too slow so greased was an option. However, having the guns sinked in the back gave them quick movement and firing + freed up my engineer from needing to worry about spraying them. That allowed her to be more effective.

You don't think of it as much, but having guns sinked, does help with sprays. Certain builds and boats, it is nice to have.

GeoRmr:
@zill
 I use heatsink for fire protection, particularly on the mobula where the middle gun is a long journey for either of the engineers, usually fighting mid to long range the gun only accumulates a few firestacks and being able to extinguish 3 on demand is quite helpful. If we get attacked by a close range flamer i load in the heatsink and leave to get on a different gun, knowing that the gun will likely be operational should i need to get back on it. Sometimes we run galleon with 1 main engi, gunner, and spanner mallet buff, because we exclusively use the starboard guns for close range its great to preload both the hwacha and heavy carronade with heatsink and forget about them. (when fighting flame heavy builds we sometimes do this anyway)

RearAdmiralZill:
I've used that galleon crew setup before and didn't care for it. The guns were generally destroyed anyway, so you then just have an awkward heatsink ammo on a crew member who could be using something else.

My issue with heatsink is that its too niche. If you preload it, you still have to use it, which generally means your first clip is underwhelming. Then a reload, and anything over 3 stacks is just a start to either letting the gun burn out and rebuilding, or an engie coming to get it anyway as the gunner whacks it every reload cycle.

Again, I don't particularly care about its other merits for reducing arm times or giving extra ammo. Those stats were put on it eons ago to make it less effective than other ammo at the time, save for its fire retardant. Now its (I believe) more often used for those stats, and not the fire retardant, because an engie can do the same job more effectively anyway. My biggest complaint about it is lack of protection while reloading.

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