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The beauty of Heatsink Clip
Crafeksterty:
Y-yeah. I mean i know how you can see it as usefull. Ofcourse it takes fire away, but were talking about the third shot that heatsink gives...
Which charge does a better job at dealing in damage. If you switched to heatsink before the fire, then were talking about how heatsink is usefull in firery situations. Which it is.
But for a third shot, or damage. no. It was only smart that you did change to heatsink.
BlackenedPies:
Heatsink light flak.
ZnC:
I knew this ammo type would be discussed one day like Incendiary Rounds.
Having studied all the ammo types extensively, I shall share another gunner secret. The true strength of Heatsink Clip is in Rotation Speed.
Kamoba:
Heat sink mercury disables.
Almost as smexy as Artemis with burst.
nanoduckling:
I tried using heatsink on a heavy carro instead of charged for a bit, two shots to a damaged balloon (after blending with heavy at range) then one as soon as they rebuild before they repair. You basically have to be at point blank range, and I'm still not sure if it works without ramming, at least with awful reaction times like mine. My conclusion was just bring charged or loch if that is your thing.
Three flares are useful, although we do experience diminishing returns, especially on a few maps. That first flare is always the most valuable. That said at close range against a ship with disrupted chem cycles two in the balloon and one in the hull is devastating against a ship running all chem.
Heatsink is a great ammo type for other reasons though. Consider trying to get artemis quadfecta on a pyramidion, your pilot can probably leave the ship stable enough for everyone to get one clip (I see no evidence for springs and the like during reloading so I'm assuming it is a clip going in) off, and the pilot is running to a gun with horrid turning. Preload it with heatsink and with really careful piloting getting two clips off is a possibility. That much artemis fire will break everything on an enemy ship and can even get hull breaks if the enemy engineers are off their game.
This can be useful even with non-insane builds. If I'm a gunner and have to use an artemis close range heatsink is incredibly useful for that added turning rate.
Another underrated use of heatsink is in flame throwers. In flamer range you are close up so turning speed matters, the flamer doesn't suffer much for the damage reduction since immediate damage isn't the point, larger clip means more total fires set and while the rate of fire difference (compared with greased) works against you it also ensures most of the time your gun is immune to fire. If the ship you are flaming is looking to flame back heatsink can be very valuable on something like a squid freeing your engineers to look after other components and allowing your pilot to perform more aggressive manoeuvre.
Also heatsink mercury for ranged disables, if you have a amazing gunner. A quick play with the Llamatron 2.0 reveals you can break anything except a medium engine, the armour and the balloon with one shot of heatsink mercury.
So yeah, I like heatsink too.
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