Heat's not really a salvo problem anyway. It would be with guided. Homing's not any worse than UML in that regard since it's so-fucking-slow. (Whaddya know, it works with two one syllable words. :p )
Salvo's do far less damage per missile, but if one hits they typically all do..Although with UML that's not really an issue imo.
Agreed, second seat weapon slots would be brilliant if it's possible to get the code in place (apparently it's not straightforward). Even if it was only an optional machinegun slot (or an optional single-slot ML) it would rock.
If I wasn't clear the first time. Step 1. Get salvo on a light. Step 2. Give BE tanks anal. Step 3. Repair reload, find another BE tank.
Dunno, wasn't really paying attention tbh. Although I was thinking the DPS of an upgraded missile coupled with the cannon shots that won't overheat you might be better, compared to a salvo rinse repeat which may or may not do as much damage. But then, I hardly get to drive tanks in combat anymore, and i'm not a number cruncher.
Salvo does it's damage pretty quick when you land all shots. It takes about 3~ plates of most armors instantly, back it up with a cannon and you're set.
if all you're doing is ramming and shooting, the UML is clearly the better choice. according to the scripts, it takes 3.56 seconds for the salvo missile launcher to do 140 damage and fully reload. That's about 39 DPS. It takes the UML 9.8 seconds to deal 420 damage and fully reload, weighing in at about 42 DPS. The six second firing cycle of UML makes it very conducive to ramming and shooting anyway, but in terms of raw DPS (the only thing that matters in this environment, since you're going to hit 100% of the time) the UML has the edge. If you're tanking as any other class than engineer, the salvo has an additional ammunition concern. You need to resupply a lot more tahn if you were using UMLs. In general, the UML is better as well, since it is more conducive to building sniping and being used in regular combat. And then you get into the realm of funky speed damage modifiers that nerf the shit out of salvo but don't affect uml nearly as much. this pertains mainly to absorbant but small speed damage modifiers exist in composite as well (and reactive has a negative speed damage mod, right? so that would mean salvo would be slightly better against it than normal)
But salvo does it all in one go. Burst damage does not obey the same balance rules as repeating damage. Shotguns can have the same dps as assault rifles and be ridiculously OP.
if you're ramming and shooting, as previously stated, the burst mechanism is irrelevant. to further elaborate, there is one brief moment that salvo technically does outdamage UML. between .56 and 1 seconds of firing, salvo does 70 more damage than UML. at one second, UML fires a second missile, and then UML and salvo are equal in damage dealt. at ANY POINT past this, UML has done at least the same damage as salvo if not more. (the gap widens from 4 seconds and on) If you can kill a heavy tank in .56-.99 seconds of firing, then the salvo is indeed superior. However, I find this to be so unlikely as to be absurd.
The idea is you carry salvo to tear their armor up, then use your cannon to mop up. UML lights rarely carry cannons because of weight restrictions.