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Incendiary Rounds

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Ayetach:
I know this sounds kinda silly but what if we considered the idea of using incindiary for weapons that are more specialized for certain roles, for instance the light flak. There`s generally not a productive means of shooting that before the armor break, but if you used incindiary up until the break and stick with standard rounds perhaps that might serve a secondary purpose and give the engineer gunning on it a means to keep shooting instead of waiting. It would put more stress on engineers for the damage and fires incurred (however small they are) onto the target ship.

After all it doesn`t lose its damage per shot, it simply has a slower firing rate and smaller clip size. Its slower projectile speed *could* serve a beneficial purpose - and let me be clear here, this is not the IDEAL setup but as something a pilot might consider toying with for guns like the light flak when using ammo types like incindiary. :)

Kamoba:
Incendiary rounds on a flak means you can get a little bit closer (I think 120m) with armed shots, great if you want to use Flak on a Junker with gatling, even a pyramidion fat flak becomes that little bit more effective at the closer rangers because of this, and as you mentioned yes, it makes waiting for armour breaks less rudimentary as the flak becomes a weapon to add harassing to the teams engineers.. So yes I can see that being effective! :)

Hmm I wonder about the viability of Incendiary in a Hades for close range now...

Dementio:
The thing is, that if you want to use weapons outisde their specialized roles another weapon would do better. This is essentially the weakness of incendiary.
Adding stress to engineers with an incendiary explosive gun generally doesn't work, because the explosive gun is intended to kill the enemy. And often times paired up with a piercing gun that will destroy the enemy armor, and also a flamer, banshee or hades would do better in adding stress in terms of fire. Even that might not work if the enemy is top notch with their anti fire stuff.

Also, a flak inside arming time is can still do a significant amount of hull damage that everybody seems to underestimates. A mortar is better of course in close range, because it doesn't get a damage reduction because of any arming time and so you can shoot like half a mortar clip before the enemy armor dies and still have enough left to kill them.
Greased hades has better dps and maybe more fires per second than incendiary hades, but if you want to create as many fires as possible, hades is not the way to go anyway. If you get incendiary arming time close to the enemy than you want to consider a gatling anyway.

What I can see work though is when you pair an incendiary mortar not with a piercing gun, but with a carronade or even an artemis and disable the living hell outta them and when the armor does die you can use normal mortar for maximum dps and kill them in one clip. But then again, a banshee might do better...

BlackenedPies:
The way I see it, it's generally a tradeoff between heatsink and incendiary.

Heatsink is great on the light flak and is second only to burst in terms of dmg per clip. The reduction in clip and fire rate from incendiary are too much.
The difference between incendiary range and greased/heatsink on a hades is too little to make it work in my opinion. The dps is too low.
I experimented with double/triple incendiary carronades at one point, it's entertaining atleast.

I have found a use for incendiary on lumberfish and flak spires. The extra 40 meters (compared to heatsink/greased) for lumberjack has some use as an alternative to lochnagar. I like lesmok heatsink incendiary/greased/loch.
For the flak it's about 60 meters less than heatsink. In many cases I'd still prefer heatsink, but incendiary can work. I wouldn't bring a gunner on a flak spire though. My preference is spanner mallet buff charged/loch.


--- Quote ---What I can see work though is when you pair an incendiary mortar not with a piercing gun, but with a carronade or even an artemis and disable the living hell outta them and when the armor does die you can use normal mortar for maximum dps and kill them in one clip. But then again, a banshee might do better...

--- End quote ---
I'm not a fan of incendiary mortar. I find that burst mortar is fairly effective against components, wears down armor/balloon, and starts some fires. I love carro + burst mortar pyra.
Does anyone know if there are two fire stack chances from double explosive weapons? A chance for primary and a chance when dealing AOE?

Ayetach:

--- Quote from: BlackenedPies on February 14, 2015, 06:21:06 pm ---The way I see it, it's generally a tradeoff between heatsink and incendiary.

Heatsink is great on the light flak and is second only to burst in terms of dmg per clip. The reduction in clip and fire rate from incendiary are too much.
The difference between incendiary range and greased/heatsink on a hades is too little to make it work in my opinion. The dps is too low.
I experimented with double/triple incendiary carronades at one point, it's entertaining atleast.

--- End quote ---

Well the point I was making was providing the gungineer in this instance who normally handles the light flak to provide some kind of distraction and to a lesser extent additional damage incurred on the target before hull break - because normally most captains would prefer they only shoot after the hull is stripped. If I were captaining a ship where I had my gungineer performing this I would have them stick with standard ammo when the hull does break - that way you return to a larger clip and faster firing rate from what incindiary does. Just timing it to make sure after the engagement starts has to be a bit precise so as the flak is ready to go when the hull does indeed break. The use of flak in this example doesn`t have to necessarily be focused on the hull, it can hit other components and start fires where chem sprays are not frequently upkept often enough - again this serves more a distraction than any real disable but for targets like a mobula or spire, engineers would eventually have to be pulled off their weapons to address the fires aboard their ship - meaning less guns firing and less damage one`s own ship.

Now take that idea into the equation of a hades flak pyramidian, even though the gunner may have broken the hull after said shots, they might likely have additional shots and continue with those, the barrage from both weapons that continuously open up on that target ship would mean theoretically it would incur continual damage and its eventual destruction. Although it won`t be a 1-2 knock out like most conventional strategies provide - it would however offer an unusually different play style. Which for some might be a refreshing change of pace.

Incindiary is one of those kinds of ammos that can be reasonably flexible with a variety of weapons its used on and offer an interesting manner of tactical use if players so wish.

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