Heat cannon is generally better than flak. Those stating that flak is better than miniflak are correct in the fact that flak scout allows you to remain in cover longer while maximizing damage, whereas minflak does much less damage per shot. Heat cannon offers the same potential, but produces splash damage and allows for longer range engagements.
While the splash radius of the charged Heat cannon is extremely high, it is one of a few weapons that's quite difficult to master and also at charged mode has the second lowest DPS for a primary weapon in the game. The dynamic of the Heat cannon is such that firing it uncharged will net you an extra 40 or so DPS (actually doubling it), and doing so accurately can easily be the difference between life and death. Utilizing the uncharged heat cannon is one of the most difficult weapon timings in the game. Not only is its projectile speed and RoF different than the TOW, meaning you have to fire at a different time than it, but it also lacks both the ability to remote detonate and the splash damage of the TOW and so requires you aim with high precision. This ability to switch between high burst and somewhat sustained is personally my favorite aspect of the weapon.
It is worth noting that the damage per charged shot is about 30 less than a full flak shot and uncharged still has a lower DPS, all while being a projectile weapon. The cause of Crafty's salt is unknown.
The charged shot does roughly 15 more damage and very nearly doubles the splash radius, which is about 150% of the TOW rocket. (Whereas uncharged, its splash radius is 3/4 the size of the TOW rocket, because that's just math.) At short to mid range, the charged shot can be utilized as a hitscan or near hitscan weapon, though at longer ranges you will have to noticeably compensate.
The flak is easier to use and takes significantly less mental effort to use than any heat cannon playstyle beyond simply charging and firing around corners.
Fact: a charged heat cannon shot coupled with a TOW rocket will kill any A class in two cycles of direct hits. A flak cannon will do the same, however with the exception of the berserker and the reaper, landing the TOW is not necessary to finish a kill. (2 flak shots and a TOW will do 341 damage at full effect, meaning in order to take out a berserker or reaper, you barely have to graze them with the TOW's splash to finish them off. The charged heat cannon will only do ~285 damage without a second TOW in the same cycle.) This dynamic is particularly notable as high tier scout duels have been known to last over a minute after first engagement, meaning piloting a scout is very largely a matter of positioning and timing while knowing exactly where your opponent is without actually being in his or her line of sight.
Edited by ticklemyiguana, 14 April 2015 - 10:53 AM.