So, couldn't a ship drop chaff break my Gimbal lock, I'm currently using Gimballed beams and MC's and they just go nuts the moment a ship drops Chaff - I'm not seeing what you do in that they stay within a fairly tight area still, allowing you to hit larger ships. https://elite-dangerous.fandom.com/wiki/Emissive_Munitions?oldid=125979. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub!
Elite Dangerous is a space simulator game by Frontier Developments based in the year 3306. Not a huge issue, but I was wonder how people adapt to the chaff spammers. but change the one you keep as emissive munitions to efficient to offset the heat, is what I'd suggest. I don't care much about PvP, makes no sense to me. You must log in or register to reply here. Take your favorite fandoms with you and never miss a beat.
17. You control your own spaceship in which you can participate in exploring a 1:1 scale Milky Way, trade between star systems, participate in bounty-hunting wanted ships, and even pirate other ships for their cargo. I mean really? It's as if i installed a huge plasma accelerator.
If i fire it for 10-20 seconds in a row i overheat. I've never come close to over heating before. Elite Dangerous. It is the only laser/thermal weapon on my ship. So, couldn't a ship drop chaff break my Gimbal lock. Emissive Munitions is an Experimental Effect that can be applied to a weapon through Engineering. Jun 17, 2016 @ 7:03pm Emissive Munitions Anyone test yet if this experimental counters Chaff? Seems like I'm doing things ok then, as I do break lock and manually target or just wait them out if they're a lower threat to me. I use a lot of gimballed weapons so i always have one with emissive to magnify the enemy signature. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. Don't use it on a weapon that you're going to put emissive munitions on, it just compounds the issue. I put a class 2 rapid fire pulse with emissive on. Hawk. Change one of the pulses to Scramble Spectrum instead for some extra chaos against hulls, and you can keep rapid fire on that one. So this is supposed to be the counter to silent running? This effect is available to the following weapons: Elite Dangerous Wiki is a FANDOM Games Community. Note: in another post, I had observed that going from D-Rated to A-Rated sensors improved the lock-on, yes, i use 2 small MCs aside the rails on my cutters, one emissive the other corrosive, this nicely adds 30% to the 30% primary ammo i use on my huge MC. Applicability. Emissive Munitions is an Experimental Effect that can be applied to a weapon through Engineering. Emissive does work as your op suggest in this video and others on my chan you can see if you watch as I fire during chaff on the holo of the target- they are all hitting the target even with chaff: Although I will note I have gimbled not turreted. With emissive, corrosive, extended sensor mods, and missiles doing extensive external module damage, they are at a huge disadvantaged against their shielded counterparts.
Dangerous Discussion Emissive Munitions - not what I thought. Indeed emissive doesn't work like that, it doesn't defeat chaff it just gives your gimbals optimal tracking regardless of heat signature. As for the Emissive effect, judging by the status effect on the target display, it doesn't really last very long. 3 x Germanium; 5 x Filament Composites The main downside to rapid fire, thus, is it's extra heat generation. For PvE, I found that G5 LongRange Sensors reliably (within reasonable limits) keep those Heat Sink launching or cool-running NPCs on the Scanner just fine. EDIT: Plus you only really need one emissive munitions modded weapon.
This effect is available for the following weapons: Mine Launcher; Missile Rack; Seeker Missile Rack; Required Materials.
And with a long range beam most of the enemies shields are gone when they reach me. Hawk. I thought FDev have confirmed on more than one occasion that sensors have ZERO effect on gimbal and turret tracking speed or target acquisition. I will be trying a class 1 efficient with emissive. You control your own spaceship in which you can participate in exploring a 1:1 scale Milky Way, trade between star systems, participate in bounty-hunting wanted ships, and even pirate other ships for their cargo. Applicability
Press question mark to learn the rest of the keyboard shortcuts. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews Elite Dangerous > General Discussions > Topic Details. Don't use it on a weapon that you're going to put emissive munitions on, it just compounds the issue. Uh. The best place to see the difference Emissive makes is, erm, anywhere that you might find hostile DBXs and DBSs. On the vette I always have the two small railguns, gives you something to do when they're chaffing or banking.
Curious what others experiences are with it. Gimballed multicannons are more optimal than fixed in 99% of hands on any size ship, you just have to either wait for chaff to run out (even double chaffers don't last forever) or have a fixed sidearm, like a railgun or something. if you want to counter silent runners try upgrading the sensors for long range. It is an experimental upgrade that causes strikes to envelop the target in energetic particles, significantly amplifying its signature, at the cost of doubling the thermal load for the attacker. With a class D G5 long range sensor i can detect silent runners from 1.5 up to 3km and normal ships about 12km. New comments cannot be posted and votes cannot be cast, More posts from the EliteDangerous community. The main downside to rapid fire, thus, is it's extra heat generation. Looks like you're using new Reddit on an old browser. Alle Diskussionen Screenshots Artwork Übertragungen Videos Neuigkeiten Guides Reviews Elite Dangerous > Allgemeine Diskussionen > Themendetails. I use a class 4 Fixed Beam G5 LR w/ thermal vent on my Cutter. And when the NPC does not chaff I use my gimbaled MC's to finish it. It would increase distributor draw too, but they offset that as a stat in the mod so it comes out to a slightly positive distributor draw. but change the one you keep as emissive munitions … I pity someone trying a large or huge emissive on another ship. Elite Dangerous. You have no clue as to what you speak. It was tested in a beta and subsequently dropped due to backlash, so almost everyone just runs D-rated to keep their mass lower for speed/agility/jump-range. Change one of the pulses to Scramble Spectrum instead for some extra chaos against hulls, and you can keep rapid fire on that one.
Rapid fire increases heat passively because of the rate of fire increase since heat is generated per shot. EDIT: Plus you only really need one emissive munitions modded weapon. Overload Munitions is an Experimental Effect that can be applied to a weapon through Engineering.
The small hardpoints on big ships are perfect for utility, mainly because the armour piercing value makes them pretty awful for meaningless hull damage. It is not just for fighting stealth builds, it should be included in any primarily gimballed loadout.
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