Heat Signature Guide

pretty cool tricks I haven't seen many people talk about for Heat Signature

pretty cool tricks I haven’t seen many people talk about

Overview

You can subvert/crash already broken windows blast shields to open for like a split sec to succ everything out of the room.You can crash guards radios. This makes it so the guards cant warn the pilot of your existence.You can jump out of your pod with T.If you already broke a window inside the ship (where the detection sensors were) you can jump through the already broken window by using the momentum of you pod and pressing T to jump out of it.You can trade places with the prisoner of the ship out side the ship with the swapper. Just make sure that you have a key out of the prison (like a subverter) and remember that the prisoner is outside the space ship. (Like in the cold vacuum of space outside). Also use the T method to get out of your pod and equip the swapper You can subvert/crash the teleporters that the capture/assassination targets sometimes try to escape through. Keep in mind this also works with people trying to get into the space ship like the protectors, pathfinders, jammers and predators trying to teleport into the ship to protect the ship.If you destroy the pilot area of the ship with another ship all the missile silo turrets of that ship will cease fire.Auto turrets that have been subverted are armor piercing so thats pretty nice.If you have a restockable/rechargeable grenade launcher thats not Impact based you essentially have a money printer*hint* you can pick up grenadesUpdate 2: *New stuff*If you have trouble with trackers stand next to a corner and throw a melee weapon preemptively. It’s much easier to hit since the thrown melee hitbox is much bigger and slower than a bullet giving you a chance to hit the tracker before he even rounds the corner.Crash Traps are actually really good just because they all recharge during a mission. You can just run up to groups of two shield people and just plop a Crash Trap down and kill or knockout both. You can do a whole ship of shielded peeps with just wrench and a Crash Trap. Just remember all Crash Traps recharge, Glitch Traps don’t.Crash traps also will affect the escape teleporters and doors in their area of effect.You can crash a door while their open to leave them open. Thanks to TadghTheKnight For this next amazing trick.Crash traps, glitch traps and acid traps can all be used at range (unintentionally, but it works) though it’s a sorta complicated setup.1. Aim and throw the trap in the direction you want it to go.2. Once it’s moving, pause, and quickly teleport it back to you. Even though it’s in your inventory, it’s still got that velocity stored.3. If you try to place it as normal, it’ll go flying out in the direction you threw it in but it’ll be activated.For example, you could use this to throw a crash trap into a group of shielded guards, and it’ll deactivate a bunch of their shields.Thanks to The Black Night for this awesome trick.You can subvert a jammer’s jamming device, Causing it to crash all enemies in its radius until the field is destroyedThanks to syler19839 for this awesome trick.A subverted jammer will place a subverted jamming device (only once, since it will crash them).In addition you can use grenades in jamming fields since grenades are not technically technology but a thrown object. At first this means nothing but this also means you can use Subverting grenades to subvert already placed jamming fields while in the jamming device’s Area of effect. But note that grenade launchers will not work in the jamming field. So pre launch the grenade and teleport it back into your inventory before you go into the jamming field.Thanks to GladTonLink For this next really helpful trick.Taking unconscious assassination targets to the outpost and dropping them off in the Drop off point well not ruin your bloodless clause since it technically wasn’t you who killed them. I will continue to add more I never heard of or any that I found out that isn’t well known.

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