Main > Q&A
Incendiary Rounds
Kamoba:
Only of you have allies who you know will call their targets and give you the chance to shoot at a stripped ship, but yes, it could work... Plenty of room to change the loadouts too :)
Gambrill:
the reason its usually my main is that im used to pilots that end up bumping into enemies.
incend on a gatling is deadly.
on a merc it helps hit a terget ducking for cover
flak for reason previously stated
carronade is the same as flak
and lumberjack is obvious :)
Extirminator:
People might have been mistaken a bit...
Incendiary heavy flak for the sake of igniting more fires is completely redundant and you might as well use charged with better range, less trajectory arc and probably more overall damage to components than you would get from any additional fire stacks of incendiary heavy flak.
Incendiary flak-
direct hit(which I am extremely certain any good gunner would be challenged to hit directly at the component he needs with incendiary flak.)-
fires per clip-2.4
fires per second-0.353
aoe hit(a lot more likely.)-
fires per clip-2
fires per second-0.295
Now lets compare with normal heavy flak ignition rates:
aoe hit(ignition chance is aoe, therefore no need for direct hit.)-
fires per clip-1.6
fires per second-0.256
...Not much difference.
As to lumberjack - the lumberjack has no ignition chance to begin with, so it's straight up 20% added chance both in direct and aoe to ignite one stack. Considering you actually want to hit the balloon with the lumberjack and do significant damage, your direct ignition chance is lost with the balloon destruction. But we'll calculate both just for the heck of it.
ofc normal or any other ammo type that isn't incendiary will not have any ignition chance.
Moving to incendiary lumberjack-
direct hit(balloon pop is more important so its not recommended)-
fires per clip-2
fires per sec-0.132
aoe hit(more likely)-
fires per clip-1
fires per sec-0.066
Right, so you got about one stack of fire per clip on everything that wasn't chemical sprayed. and all you've done by that is either very slightly damage the enemy components or made the engineers chem spray them since it's only 1 stack - rendering all further incoming shots with incendiary useless.
Also keep in mind that both the lumberjack and the heavy flak don't have that big of an aoe as people make them to have. Not by any chance can they hit every component on any ship currently in the game with their aoe radius.
I agree with ZanC saying that incendiary carroandes are probably the only way to go, with the exception of probably the gatling gun that can have incendiary in very situational heavy disable situations.
Other than that, incendiary is only for arming distance reduction.
BlackenedPies:
For a gunner I'd choose heatsink almost every time. Incendiary gat really doesn't start many fires and the dps is so low. Even on a mobula when we have extinguishers, I love getting hit by incendiary gat because it doesn't hurt. "Don't worry guys it's just incendiary keep shooting!"
Also for heavy carro don't shoot incendiary at ballon. Aim for hull and components. But the hull should be chem sprayed. Use heatsink on merc for 3 disable shots.
For explosive weapons I think the fire chance is relative to the amount of explosive dmg. So charged on heavy flak increases fire chance. If incendiary fire chance was increased to 50% it would be more balanced, but still not effective enough. Dps is usually better
ZnC:
--- Quote from: BlackenedPies on February 16, 2015, 11:44:26 am ---Also for heavy carro don't shoot incendiary at ballon.
--- End quote ---
If you smash incendiary at a broken balloon/component, it will ignite the armor. If prioritizing component disables, Heavy/Charged is better.
My personal opinion after reading most of this thread - there are all kinds of misconception about this ammo. However, hopefully the discussion helps to learn, and there's nothing to stop players from playing with less optimal yet fun combinations.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version