Guns Of Icarus Online

Main => Gameplay => Topic started by: Bronzium on October 09, 2014, 07:54:03 am

Title: Heatsink: Good or Bad?
Post by: Bronzium on October 09, 2014, 07:54:03 am
Hi guys,

As an Engineer myself, I find I tend to use Heatsink ammo on quite a regular basis. My reasoning behind this is that it does reduce firestacks, but it also helps to give more ammo to guns. I've seen very few engineers or gunners use this ammo type, and would like to know why it's so underused?
Title: Re: Heatsink: Good or Bad?
Post by: RedRoach on October 09, 2014, 09:13:45 am
The main issue is that, while reloading the ammunition reverts to normal instead of staying heatsink throughout. Many people know that a flamer, with it's non-stop rate of fire and large clip, can easily throw around 8+ stacks before your hwacha or gatling gets reloaded. I don't personally use it, because... well.. I chem spray me own guns between reloads for a full 25 second buff.
Title: Re: Heatsink: Good or Bad?
Post by: Mezhu on October 09, 2014, 10:04:05 am
Heatsink is a great ammo type- however, like all ammo types, it's situational. Its' main uses are two; protecting a gun against fire and increasing some guns total damage per clip at the cost of damage per second and range. When should one use Heatsink?
Title: Re: Heatsink: Good or Bad?
Post by: RearAdmiralZill on October 09, 2014, 11:22:49 am
To fight fires, heatsink is pretty worthless because it doesn't work during reloads. It might have other "merits," but for its intended purpose, it just doesn't compare to engie fire tools even remotely.

The only way it'll be good is if it manages to be a better option then just letting the gun burn out and rebuild it. How that can be achieved is beyond me right now.
Title: Re: Heatsink: Good or Bad?
Post by: Alistair MacBain on October 09, 2014, 11:59:38 am
Just like Zill said.
Heatsink as a Fire fighting tool is only worth it in a few specific situations for gunners. As engineer id always say avoid it.
If you're not supposed to shoot as engi there was already a different mistake when the only way to survive is to get you on a gun. If you're a gungineer then you should always carry a chem spray. And if you cant chem your own gun then you did a serious mistake.

For gunners id rarely suggest it. The only build i sometimes use it is for a gunner on a galleon who has to use a lj and hcarro. (example: lj, hcarro front low, 2xhwacha back low)
Then I rather have heatsink to decrease the arming of my lj to get a third shot for the hcarro. But you could also just carry les (or a midrange ammo), greased and heavy to get great effect out of both guns.


As already stated the issue why heatsink is no valid fire fighting tool is the missing immunity during reloads. This makes it useless against flamers. And any other fire based gun doesnt apply enough stacks to even consider it. Rather have your engis on point and let them ext for you.
Title: Re: Heatsink: Good or Bad?
Post by: Mezhu on October 09, 2014, 12:55:10 pm
You can succesfully reload quite a lot of guns while under flamer fire without them overheating. It's not like you'll always be put against a greased flamethrower tunneling vision on your gun from point blank range. You can also preload them, or you can properly time the reload. You can use heatsink to slowly reduce a sprayed gun's firestacks while repairing it with wrench to keep it healthy at the same time. Heatsink isn't supposed to be the penultimate counter to fire, it doesn't replace an engineer. What it does is give an additional option against fire, even if it is to provide the engineer with some additional reaction time, while being a pretty decent ammotype to begin with.

Opinions will always divert- I can testify to the fact, however, that Heatsink has saved my guns innumerable times. And I'm not talking about pubs only- I've always used heatsink when main engineering on Fiasco's ship and as a matter of fact I've even succesfully used it as cover ammo on mortar on that same ship as buffgi/2nd main versus fire-happy teams. I always pack Heatsink when using the heavy carro as a gunner, and almost always on all other guns (with some exceptions, of course).
Title: Re: Heatsink: Good or Bad?
Post by: Replaceable on October 09, 2014, 01:48:02 pm
For fire: Chem>Heatsink every time.

I would consider heatsink only when there are awful engineers in a pub game.. but anything else no.

Heatsink isn't optimal on most guns though to be honest.

But i heard it is good on:

Anywhere else you people like a bit of ol' heatsink?
Title: Re: Heatsink: Good or Bad?
Post by: GeoRmr on October 09, 2014, 02:05:22 pm
Heatsink is better than greased for the light flak as it has more damage per clip, (greased has less) and the flak shots fast enough to land all the shots in the hull break as is. Heatsink mercury can one shot components and is great for the extra disable potential.
Title: Re: Heatsink: Good or Bad?
Post by: RearAdmiralZill on October 09, 2014, 02:13:44 pm
This is the problem though. Who uses heatsink for its intended purpose?

....

Exactly. Might as well call it "lead shot" with how people use it. Gunners would likely enjoy a fire fighting ammo that actually worked.

(lead as in pencil lead)
Title: Re: Heatsink: Good or Bad?
Post by: Mezhu on October 09, 2014, 02:42:54 pm
This is the problem though. Who uses heatsink for its intended purpose?

I do, and I can count some of the best players currently involved with the game who also do or specifically ask for it when piloting.

Anywhere else you people like a bit of ol' heatsink?

Heatsink has the most DPC (and long-run DPS, as you spend more time shooting and less reloading) on Heavy Carronade, which is a gun that benefits greatly from this as it relies on prolonged fights. Close-range, past the first Heavy Clip balloon pop, with each pellet hitting, Heatsink is by far the the best ammo to use. Switch to Lochnagar pre-ram for that huge damage spike. Incendiary has the advantage of forcing enemy engineers to include spray in their rebuild routines, and Charged has more damage per shot, but Heatsink is still generally superior.

Heatsink is also superb if not ideal on mercs, as Geo already stated.

It increases the dpc of a light Carro as well (+1 shot versus Greased), but the dps suffers slightly. Still perfectly viable, I sometimes pick it over Greased depending on ship and loadout (a permabuffed heatsink light carro is pretty scary).
Title: Re: Heatsink: Good or Bad?
Post by: Sammy B. T. on October 09, 2014, 02:55:29 pm
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.
Title: Re: Heatsink: Good or Bad?
Post by: sparklerfish on October 09, 2014, 04:03:44 pm
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.
Title: Re: Heatsink: Good or Bad?
Post by: Squidslinger Gilder on October 09, 2014, 11:11:33 pm
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.
Title: Re: Heatsink: Good or Bad?
Post by: GeoRmr on October 10, 2014, 06:38:57 am
@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)
Title: Re: Heatsink: Good or Bad?
Post by: RearAdmiralZill on October 10, 2014, 08:31:13 am
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.
Title: Re: Heatsink: Good or Bad?
Post by: GeoRmr on October 10, 2014, 10:49:54 am
I wouldn't call a heat-sink carronade or heat-sink hwacha underwhelming by any stretch, the enemy flame squid is going to be completely disabled/half-dead in one clip and you're not stuck there as a gunner able to do nothing with the hwacha on 10 stacks because the other engineer has gone to the top deck to help double team the balloon (required in-order for any of your guns to possibly get arc) and can't maintain a chem cycle. if the gun was destroyed great, so what, you can safely rebuild it as a gunner without the risk of it inst-overheating because the heat-sink is already loaded. Heat-sink gives you permanent fire protection up to the point of engagement, and is imho extremely useful.

Most light guns can survive 3-4 reloads of heat-sink while being directly attacked by a flamer. So okay sure, the heavy-guns can't but then, they don't need to - if its lj/flak you're too close for the guns to be effective anyway - if its preloaded hwacha/heavy-carronade you can disable the flamer/whole-ship in one clip of your heat-sink'd gun.

"Engie can do the same job more effectively anyway" - Without heat-sink they can't leave a gun on a ship permanently immune from fire without running back to it to give it another coat of spray every 20 seconds. (Time they could spend doing more useful things)

The lack of protection while reloading is annoying, originally heat-sink did protect during the reload but that was at a time where if you mounted a gun that was loaded by someone else with an ammo you didn't have, it would automatically begin reloading itself - the 3 stack extinguish compromise imho is fine. Perhaps muse could adjust it to extinguish a larger number or all fire stacks and allow for overheated guns to be mounted and reloaded but not shot.
Title: Re: Heatsink: Good or Bad?
Post by: RearAdmiralZill on October 10, 2014, 10:59:22 am
Quote
Perhaps muse could adjust it to extinguish a larger number or all fire stacks and allow for overheated guns to be mounted and reloaded but not shot.

I'd be on board with that for days.
Title: Re: Heatsink: Good or Bad?
Post by: sparklerfish on October 10, 2014, 04:23:33 pm
Yeah heatsink would definitely be a much more viable option if the flame-retardant effects lasted through reload to next reload.

Quote
Perhaps muse could adjust it to extinguish a larger number or all fire stacks and allow for overheated guns to be mounted and reloaded but not shot.

I'd be on board with that for days.

And/or that.
Title: Re: Heatsink: Good or Bad?
Post by: obliviondoll on October 11, 2014, 01:31:22 pm
Last time I actually looked at the stats, heatsink ammo also had a turn speed buff.

Was useful to keep gats on target against a fast-moving Squid at close range. When fast-moving close range Squids are usually armed with Flamers, that's double the bonus.
Title: Re: Heatsink: Good or Bad?
Post by: CitizenFry on October 15, 2014, 01:03:55 pm
I use it mostly for the numbers (+1 shot and reduced arming distance for Heavy Flak, yes please!) but it's also good as a flame sponge in guns that aren't getting used anyway (side guns on the pyramidion, rear guns on galleon or squid).
Title: Re: Heatsink: Good or Bad?
Post by: Indreams on November 10, 2014, 10:22:32 pm
Heatsink application:
Pyramidion side-guns, Goldfish side-guns, Galleon aft-gun, and Squid aft-gun.

These are the secondary guns. No one starts combat on these guns, and no one really pay attention to them until they need them. And many times, they are left out of chemcycles.

And when you need them, they mean the difference between life-and-death.

Keep these guns loaded with Heatsink. Keep them from catching fire, and they will often be alive when you need them. If these guns are flamethrowers, light carronades, or gatling, they will have the advantage of increased clip.


Heatsink on your guns, save your life.

This message is sponsored by Mercantile Guild's Heatsink Factory
Title: Re: Heatsink: Good or Bad?
Post by: Battle Toads on November 10, 2014, 10:26:17 pm
Well just reading the first post on this thread, if you are an engie heatsink is useless because you can just use chem spray to prevent fire stacks on guns. In terms of fire fighting it is often used by gunners using heavy guns to prevent major fire stacks, aswell as lowering arming time to make it easier to shoot close range shots
Title: Re: Heatsink: Good or Bad?
Post by: sparklerfish on November 10, 2014, 10:28:53 pm
Well just reading the first post on this thread, if you are an engie heatsink is useless because you can just use chem spray to prevent fire stacks on guns. In terms of fire fighting it is often used by gunners using heavy guns to prevent major fire stacks, aswell as lowering arming time to make it easier to shoot close range shots

Heatsink is definitely not useless to engineers!  It decreases projectile speed, which is helpful for weapons with arming time, and gives you hella shots because it increases your clip more than any other ammo type.
Title: Re: Heatsink: Good or Bad?
Post by: Indreams on November 10, 2014, 10:35:03 pm
And as recommended by Mercantile Guild's Heatsink Factory, I found that heatsinked side/aft-guns become one less problem for Engineers who can than focus on Hull and Engines.

And I don't know how this is, but I find that Heatsinked guns magically stay alive better than their non-heatsinked counterparts.
Title: Re: Heatsink: Good or Bad?
Post by: Battle Toads on November 10, 2014, 10:35:32 pm
Well just reading the first post on this thread, if you are an engie heatsink is useless because you can just use chem spray to prevent fire stacks on guns. In terms of fire fighting it is often used by gunners using heavy guns to prevent major fire stacks, aswell as lowering arming time to make it easier to shoot close range shots

Heatsink is definitely not useless to engineers!  It decreases projectile speed, which is helpful for weapons with arming time, and gives you hella shots because it increases your clip more than any other ammo type.

Those effects of heatsink though are secondary to its main job as a "firefighter" which can be replaced by a chem spray because if the gun is close enough for you to use regularly in a match, then its close enough to chem spray. Also as engie I never see people bring only heatsink as their one ammo, I see it with gunners because gunners have no extinguishes and it helps with shooting close range on weapons with arming time, but it doesn't seem to do something that greased or incid can't in terms of secondary effects
Title: Re: Heatsink: Good or Bad?
Post by: sparklerfish on November 10, 2014, 10:37:16 pm
It really depends on the circumstance.  Heatsink is my preferred choice for light flak for closer range, for instance, even as an engineer.  A clip of buffed heatsink flak is a pretty good way to kill nearly anything.
Title: Re: Heatsink: Good or Bad?
Post by: Indreams on November 10, 2014, 10:44:01 pm
Whenever I engineer on a Pyramidion, I bring a Heatsink for the port-side flamethrower and the fourth-slot utility gun. That makes my job as an engi soooooo much easier. (Though I'm sure better engineers don't need Heatsink).


Heatsink is my preferred choice for light flak for closer range

I'm with sparklerfish with the light flak. More ammo and faster arming. Heatsink provides benefits other than firefighting. I find that heatsink works well with light flak, light carronade, gatling, and flamethrower.
Title: Re: Heatsink: Good or Bad?
Post by: GeoRmr on November 10, 2014, 10:44:47 pm
It really depends on the circumstance.  Heatsink is my preferred choice for light flak for closer range, for instance, even as an engineer.  A clip of buffed heatsink flak is a pretty good way to kill nearly anything.

It has better damage per clip than greased + the flak fires fast enough already, go one-clip some galleons!
I'd like to add Heat-sink mercury, 3 shots - vastly superior disable potential.
Flare-gun, 3 flares - all the better to see you with + 30 stacks biach.
Title: Re: Heatsink: Good or Bad?
Post by: Battle Toads on November 11, 2014, 03:30:02 pm

Flare-gun, 3 flares - all the better to see you with + 30 stacks biach.

All the better to wait 20 seconds for that damn flare gun to reload

Seriously why does it have such a long reload, it does 10 stacks of fire but that is easily countered by chem or extinguisher as well as the fact that flare is very inaccurate meaning that its DPS is so low it is ridiculous that the gun has such a long reload
Title: Re: Heatsink: Good or Bad?
Post by: Sammy B. T. on November 11, 2014, 03:47:20 pm
Its meant as a utility tool far more than an offensive tool. Long reload makes sense.

Besides I'd imagine a fast shooting flare gun could crash quite a few computers.
Title: Re: Heatsink: Good or Bad?
Post by: Ultimate Pheer on November 15, 2014, 10:38:47 am
I generally try to take heatsink in pubs when the captain only has two ammo types they need me to take for the build to work effectively.

I may not end up using it in the match, but having it and not needing it is better than needing it and not having it.
Title: Re: Heatsink: Good or Bad?
Post by: Lieutenant Noir on January 04, 2015, 04:30:40 am
The only thing I want done with heatsink would be to decrease it's reload time, and lock you into using heatsink (it would reset the reload cooldown once you switched to another ammo type).

-That way a flamer burning out your guns would no longer happen because it would be easier for the gunner to time a heatsink, anticipating a flamer barrage
-On mines, it would be a quick emergency mid-range projectile
-And thus do more overall dps on the heavy carronade to free up more exotic ammo types, like incendiary or lochnagar :P
Title: Re: Heatsink: Good or Bad?
Post by: Alistair MacBain on January 04, 2015, 04:37:33 am
Heatsink giving permanent immunity sure is a thing but how would it become a midrange ammo oO.
It has muzzle speed decrease thus decreasing arming time and range thus making it a closerange ammo. And id rather not change that.
Title: Re: Heatsink: Good or Bad?
Post by: Lieutenant Noir on January 04, 2015, 05:16:24 am
Sorry, what I meant was that since heatsink decreases arming time by decreasing projectile speed,
on a mine launcher, you could launch it quicker with a reload speed decrease than with incendiary.

Those three check marks would be the results by a decrease in reload speed
Title: Re: Heatsink: Good or Bad?
Post by: Arturo Sanchez on January 05, 2015, 11:39:31 pm
Sorry, what I meant was that since heatsink decreases arming time by decreasing projectile speed,
on a mine launcher, you could launch it quicker with a reload speed decrease than with incendiary.

Those three check marks would be the results by a decrease in reload speed

you just seem to really like making stuff OP. Heatsink is not meant to be a near impossible to pierce fire shield. Like chemspray it is just temporary protection to fire setting.
Title: Re: Heatsink: Good or Bad?
Post by: Lieutenant Noir on January 06, 2015, 04:42:11 am
Don't get me wrong, Heatsink is useful but as a gunner, I am still highly dependent on an engi's chemspray or extinguisher.
If one has a good engi, you will never need heatsink.
If you don't have a cursory engi, your gun is going to be too damaged by the fire damage to quickly reload heatsink in a flamer barrage. All at once, you are left useless waiting for the gun to burn out or waiting for an engi with an extinguisher to clean up your mess.
------
Also, tell me what you use heatsink for because all I use it for is loading into guns that I might use later.
That and the preferred ammo on the light flak, not as a utility fire-fighting gunner tool.
I prefer lochnagar for fighting fires
------
There are situations where I have timed a heatsink just right, to anticipate a flamer barrage but they are few and far between. In competitive, you will never need heatsink as a utility tool because the engineers are at it. However, I would like something to give gunners an edge if you got no one on chem-cycles.

It is a reload speed decrease and would lock you into using heatsink by restarting the reload cooldown after you switch to another ammo type. Everything else would stay the same.

tldr: I want to use it as a utility fire-fighting gunner tool and not as light flak ammo.
Title: Re: Heatsink: Good or Bad?
Post by: Dementio on January 06, 2015, 09:00:26 am
Heatsink works just fine on heavy flak, lumberjack, heavy carronade, mercury, mine launcher, banshee, artemis when aimed to destroy hull and not components and light flak. I mean, it is one of the ammo types with the highest damage per clip!

You could use Heatsink for a gunner on Galleon bottom, Mobula top, Junker bottom, all these places where engineers rarely go or have to leave in order to help repairing something more important. It could even work on Squid in case the gunner is using the front gun, who has got time to chem spray that during kerosening and hydrogen/chute vent?

Heatsink prevents fire from happening and when loaded it even extinguishes 3 stacks of fire. Of course during reload it does not do anything, because nothing is loaded it, wouldn't make sense if it magically prevented fires. This makes it less useful on guns with long reload times such has hwacha, when in combat.

When in combat it all depends on your gunnery skill of what ammo to choice: Is heatsink just fine or do we need burst or heavy clip now? You could win with another ammo type than heatsink, but you might lose your gun if you are not quick enough. And if you decide to load heatsink in, but you lose your gun in the middle of the reload, you were not quick enough to reload heatsink or the engineer was lazy, it depends.


Also, Engineers can't fix everything all the time, that is how ships die. Expect the worst and prepare for that -> Heatsink.
Title: Re: Heatsink: Good or Bad?
Post by: Indreams on January 06, 2015, 10:36:02 am
Places you want to heatsink (from my experience):

1.) Pyramidion side-guns
Pyramidion engages with the front guns. Your engineers are  busy manning the balloon side gun, fixing the flimsy hull, or repairing phoenix claw engines. They can't keep an eye on the side-guns. When the pyramidion is eventually forced into a broadside, it'd be a great shame to see that your side-guns burned down. Also, it helps engineer's with their chem-cycles.

2.) Mobula top guns and edge guns
Mobula is a big ship. Your engineers will split the ship and take care of lower decks. They usually won't get around to the top or side guns frequently. It'll depend a lot on the gun you are using, but you might want to heatsink these.

3.) Flare Guns
Flare gun has two shots and one of the longest reload time. Heatsink will increase the ammo count to three. That's very useful.

4.) Squid front and side guns
One engineer will run around the engines. One engineer will usually tank (stay on) the hull. It'll be hard for them to save you're guns. If you are facing flames, it might be a good idea to heatsink these guns.

5.) Flamethrowers
Ironically, heatsink is a viable ammo choice on a flamethrower; it gives you more ammo. More ammo means longer flame duration, longer flame duration means more fire on the enemy component. Heatsink flamethrowers are extremely effective in flamer against flamer battles.

6.) Galleon aft gun
This will really depend on what the aft gun is. If it is flames, its not a bad idea; it'll usually be up until you need it. If it is mines, you'll have to make the call. If it's harpoons, your captain is probably crazy and try something crazy. If it's anything else, question you're captain's choice, but heatsink it anyways.

That's about all I can think up. I usually heatsink guns that won't be the first gun to shoot and need to be up when I need it. Sometimes, I take heatsink as an engineer to make my life easier. I think if we get a few more places that's good to be heatsinked (heatsunk?) we could probably make a guide of places to heatsink.
Title: Re: Heatsink: Good or Bad?
Post by: Lieutenant Noir on January 06, 2015, 10:54:19 pm
Sorry, I worded this wrong but I have many uses for heatsink

Heatsink is a very useful ammo type
-Its good for putting in guns that are not currently being used to be used later
-Its good for guns that have a small clip and gain an additional due for more dps

As a gunner,
-If my gun is damaged,
I repair it

-If my gun is broken,
I rebuild it

-If my gun is on fire,
I load in lochnagar enough times until it breaks
wait for the enemy flamer to reload,
then rebuild it

I rarely find opportunities to use heatsink against flames because heatsink never reloads fast enough to prevent a weapon burnout.
If its a flamethrower or banshee, it's designed to put on as many flames as possible within a short amount of time.

Currently though, any change made to heatsink would cause a catastrophically large change because it has like four other properties to it. These including clip size increase, projectile speed decrease, movement speed increase, and a damage decrease.
I use heatsink more for these properties than for fire fighting.
Title: Re: Heatsink: Good or Bad?
Post by: Dementio on January 07, 2015, 04:08:05 am
Of course when actively fighting a flamethrower while shooting a gun as a gunner heatsink during reload won't do all that much. Load it earlier. If you see the enemy ship loadout and see them bringing a flamer, you should know when best to reload heatsink to save your gun and kill/disable the enemy before your gun has to reload as well. If the enemy flamer gunner is an engineer, chances are they will have to repair something when you shoot them.
And as mentioned, guns currently not in use loaded with heatsink will probably be available at any moment unless they are completely destroyed.

-If my gun is on fire,
I load in lochnagar enough times until it breaks
wait for the enemy flamer to reload,
then rebuild it
If you have time loading lochnagar then you probably have time loading heatsink and leave it there until the flamer reload. If your gun is a carronade though, I suggest you to shoot it, regardless of flamer reload.
Heatsink doesn't even break your gun and you can actually move the gun around.
Title: Re: Heatsink: Good or Bad?
Post by: Lieutenant Noir on January 07, 2015, 05:38:01 am
I don't know,
I guess I'm just used to being an engi, where I can just put on a chem spray instantly as soon as I'm being threatened by a flamer.
Or maybe tunnel-vision That could defiantly be the problem

BTW, I don't actually use lochnagar (Its so hard to convey sarcasm in text >.<)
Title: Re: Heatsink: Good or Bad?
Post by: Replaceable on January 07, 2015, 12:14:57 pm
When you play with mines: Lochnagar IS your heatsink.
Title: Re: Heatsink: Good or Bad?
Post by: Indreams on January 07, 2015, 12:33:43 pm
Eh... When you play with mines, Heatsink is to Lochnagar as Kerosene is to Moonshine.
Title: Re: Heatsink: Good or Bad?
Post by: Radagahst on February 17, 2015, 04:50:11 pm
(this is based on opinion and some experience)
there are 2 great guns for heat-sink

1st is a hwatcha that is there for disable as the extra ammo means more hits on more stuff

2nd is a heat sunk mercury can strip an unaware pyramidion or goldfish in one clip which greatly helps sniper build (think H-flak spire that can strip at 1.5 kilometers out with a good gunner
Title: Re: Heatsink: Good or Bad?
Post by: c-ponter on February 17, 2015, 05:08:39 pm
(this is based on opinion and some experience)
2nd is a heat sunk mercury can strip an unaware pyramidion or goldfish in one clip which greatly helps sniper build (think H-flak spire that can strip at 1.5 kilometers out with a good gunner
personally I wouldn't see this as effective because (as far as I a m aware) a buffed charged merc can still strip the hull in 1 clip but has no decreased projectile speed so is easier to aim and faster as it only needs 2 shots not 3. it's very rare to have a merc where it can't be buffed almost constantly (top deck galleon being the only place I can think of you would have a merc without constant buffing)
Title: Re: Heatsink: Good or Bad?
Post by: BlackenedPies on February 17, 2015, 07:14:26 pm
The problem with heatsink merc is the lower dps compared to charged. It does slightly less damage per clip and it takes  significantly longer to shoot a clip. Each shot however is enough to destroy any component except heavy guns so it can be used for disable purposes. The reduced velocity is limiting too.

Also, heatsink is good on the hwatcha but vastly inferior to burst. For close range heatsink is superior to regular ammo and should be used if you're near a flamethrower and without chem spray. Heatsink is a mandatory hwatcha gunner ammo.
Title: Re: Heatsink: Good or Bad?
Post by: Omniraptor on February 18, 2015, 06:10:26 pm
I disagree about hwacha heatsink, you will have plenty of time to be flamed while the gun reloads and heatsink is useless. Chemspray is better. Also imo for hwachafish front buffed vanilla hwacha is superior to unbuffed burst hwacha, but that's debatable.
Title: Re: Heatsink: Good or Bad?
Post by: BlackenedPies on February 18, 2015, 06:37:13 pm
It's true that heatsink hwatcha provides little to no fire protection fire due to the long reload and the fast clip release. Chem spray is essential, but I've seen heatsink be invaluable. The point is there is no third hwatcha ammo. Heavy for long burst for close. Heatsink is the second best hwatcha ammo for close range.

Buffed regular is best for dps vs armor/hull, burst is best for disables. Shooting burst at the front of a pyra can damage engines too.
Title: Re: Heatsink: Good or Bad?
Post by: Indreams on February 20, 2015, 09:55:32 am
If I'm placed on a quad hwacha galleon, I heatsink the unused side (usually the starboard side). That makes sure that it won't be disabled (usually by fire) when we need it. It's also a decent ammo on the hwacha (bigger salvo).
Title: Re: Heatsink: Good or Bad?
Post by: Alistair Marlowe on February 22, 2015, 04:09:45 pm
If I'm gunning on a galleon and there are hwachas on the right side, I like to leave the rear starboard one loaded with heatsink in case the pilot misses something like a sneaky flamethrower squid or some other potentially disastrous fire-related scenario.  It's nice to know that you'll at least have one barrage to buy your ship some time to get back on its proverbial feet.

I did see mention of heatsink in squid guns, which I fully agree with.  When I pilot my squid (which admittedly is most of the time) I tend to issue my gunner heatsink for the nose gun, be it gatling or carronade.  There's no need for heatsink in the side gun because if an engineer is tanking the Highwind's hull without explicit orders to do so, I will throw them over the side.  And I won't land first.
Title: Re: Heatsink: Good or Bad?
Post by: Sarabelle Marlowe on February 23, 2015, 03:08:38 am
Heh, I can vouch as far as Alistair's Squid policy. Thank goodness he painted the ship black; the stains would be awful.

As far as heatsink, often its a matter of ship and engi help as to if I take it. If I can trust the engineer with me then I don't take it. If they are still learning the ropes, or if its a big ship, or if I know they have fire on the other team I take it. More then once heatsink has saved my skin. When I am on the heavy flak, it reloads fast enough to put out fire stacks and helps me out if the enemy ship is closer then I like with the reduced arm time. And when the enemy is feeling cheeky and flies with a bunch of flame throwers, its nice to ensure you have something to shoot if the engi has a bit too much on their plates to chem spray.

All in all, I'd say its situational, but in my opinion, it's pretty handy.
Title: Re: Heatsink: Good or Bad?
Post by: Gambrill on February 23, 2015, 04:27:31 am
What if heatsink reduced stacks over time. as in 1 stack every 5 secs, with the immunity also. Obviously im not giving the exact ammount of time, it would help engies and gunners alike and make it more viable.
Title: Re: Heatsink: Good or Bad?
Post by: Indreams on February 23, 2015, 07:49:35 am
What if heatsink reduced stacks over time. as in 1 stack every 5 secs, with the immunity also. Obviously im not giving the exact ammount of time, it would help engies and gunners alike and make it more viable.
I like how heatsink works right now, but...

this is a cool idea. What if heatsink simply reduced the chance of fire (by a good percentage), and just reduced stack over time? Shouldn't make much difference, but a neat little mechanic.
Title: Re: Heatsink: Good or Bad?
Post by: GeoRmr on February 23, 2015, 09:28:22 am
I disagree about hwacha heatsink, you will have plenty of time to be flamed while the gun reloads and heatsink is useless.

Its a reasonable option to be preloaded into starboard hwacha of a meta-galleon if you're running a gunner. In situations where you have to tank and the other engineer goes to the hull you have no fire control on the lower deck, if the hwacha is disabled and you are being flamed it will overheat immediately before the gunner has a chance to empty the clip. Also, if you shoot a hwacha at them, their flamer will be destroyed so you won't have to worry about accumulating stacks during the reload.
Title: Re: Heatsink: Good or Bad?
Post by: Dementio on February 23, 2015, 01:42:25 pm
However, the flamer can easily be rebuild during hwacha reload or be timed and rebuild after the second time the hwacha empties its clip. In my opinion though, the disable power of a heatsink hwacha very much outperformed by the disable power of a burst hwacha.
Title: Re: Heatsink: Good or Bad?
Post by: Indreams on February 23, 2015, 02:34:14 pm
However, the flamer can easily be rebuild during hwacha reload or be timed and rebuild after the second time the hwacha empties its clip. In my opinion though, the disable power of a heatsink hwacha very much outperformed by the disable power of a burst hwacha.

Still a valid reason to use heatsink.
Title: Re: Heatsink: Good or Bad?
Post by: Dementio on February 23, 2015, 04:28:08 pm
I say the "valid" reason to use heatsink is made "invalid" the second the Hwacha reloads or has to actually destroy more than 1 component. And now imagine that engineer with Chem Spray.

I don't think highly of heatsink Hwacha.
Title: Re: Heatsink: Good or Bad?
Post by: GeoRmr on February 23, 2015, 04:44:29 pm
component. And now imagine that engineer with Chem Spray.

but it's Jarmen loah
Title: Re: Heatsink: Good or Bad?
Post by: Lieutenant Noir on February 27, 2015, 07:40:24 am
You could load it into the hwatcha and wait for the enemy flamethrower to run out of juice.
Provided the hwatcha isn't disabled first, if you break their flamethrower after the flamer's clip is finished.
The enemy will have to rebuild the flamer and wait for it to reload.