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Incendiary Rounds
Indreams:
+20% Increased Chance of Causing Fire on Hit
-30% Projectile Speed
-25% Clip Size
-30% Rate of Fire
Let's talk Incendiary rounds.
I believe it is one of the less popular ammo choice. I know I don't like it too much.
Increased fire chance is pretty cool, but - Projectile Speeds, - Clip Size, and - Rate of Fire is a massive downside. Come to think of it, + Causing fire is not much of an upside either.
What do you guys think about Incendiary rounds? I don't like how it shoots, but what about you guys?
Arturo Sanchez:
inci rounds are for the gunners that can't consistently hit target even at point blank (when I see it on a mercury or banshee or art I just die inside).
the fire is there to do dmg what a good gunner would otherwise do with much better ammo.
DJ Logicalia:
--- Quote ---inci rounds are for the gunners that can't consistently hit target even at point blank (when I see it on a mercury or banshee or art I just die inside).
the fire is there to do dmg what a good gunner would otherwise do with much better ammo.
--- End quote ---
Well... No.
Incin is good on specific guns in specific places, just like any ammo. It cuts back on arming time, and adds fire to guns that might not have done fire damage before.
Heavy Flak, Lumberjack, Mines, Light Cannonade (on occasion, Heavy Cannonade, but I wouldn't recommend it often), Gatling, Flare, and prooooobably a few guns I'm forgetting, all benefit from incendiary in many circumstances .
edit: flamer, hades, and banshee can also benefit form incendiary as an alternative ammo choice
DrTentacles:
Considering how easily chem-spray negates it, it's probably my least-used ammo type, as there's no situation in which it really excels, and many in which it hurts overall performance.
I occasionally will have it brought for the light carronade, in which case it's used to help force engineers to make hard choices. Fix the balloon, and chem later, and risk it burning, or chem now, and have to rebuild twice. That's what fire's good for in GOI-forcing optimal/imperfect repair cycles, and making pilots have to pick what parts of their ship they're willing to sacrifice.
Indreams:
--- Quote from: DJ Logicalia on January 19, 2015, 08:02:03 pm ---Incin is good on specific guns in specific places, just like any ammo. It cuts back on arming time, and adds fire to guns that might not have done fire damage before.
Heavy Flak, Lumberjack, Mines, Light Cannonade (on occasion, Heavy Cannonade, but I wouldn't recommend it often), Gatling, Flare, and prooooobably a few guns I'm forgetting, all benefit from incendiary in many circumstances .
edit: flamer, hades, and banshee can also benefit form incendiary as an alternative ammo choice
--- End quote ---
Well, it does cut on arming distance (not arming time, there's a technical difference), but than, greased.
On mines, incendiary is a pretty good choice. Real good destruction. I really don't like incendiary on carro or gat. If I'm at 'reduced' carro/gat range, I'd rather be preventing flames (heatsink) than causing them (incn). And really, greased feels [bi]soooooooooo[/i] much better.
Theory crafting, I guess incendiary will panic fresh engis and put a 3/5 sec pause on experienced engis.
I heard once that incendiary on heavy flak causes like 8 stacks of fire. Is that true?
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