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In practice, the Cooling Coil is not something you pick up because it looks rare. You pick it up because it turns into useful materials later. Most players never use the item directly. They recycle it.
A single Cooling Coil gives Chemicals and Steel Springs when recycled. These two materials show up in multiple mid- and late-game crafting paths. That is why experienced players treat Cooling Coils as a resource, not as loot to sell immediately.
Selling a Cooling Coil for coins is usually a last option. The coin value looks decent on paper, but the materials you get from recycling are harder to replace once you start crafting higher-tier gear.
On Spaceport, Cooling Coils mainly come from industrial containers and vehicle-related loot points. In theory, they can appear in several object types, but in real matches, players find them most often in these places:
Mobile generators near hangars or maintenance areas
Industrial drawers inside side buildings
Metal breach crates that require time or noise to open
Bus and car storage areas near loading zones
Most players do not specifically “hunt” Cooling Coils. Instead, they appear naturally when you are already looting industrial areas for general materials.
Spaceport is popular because you can chain multiple industrial loot spots without crossing open terrain. That makes it easier to extract heavier items like Cooling Coils without getting ambushed.
Weight matters more than new players expect. A Cooling Coil weighs 2.0 and stacks up to three. That means a full stack is heavy enough to slow you down noticeably, especially if you are already carrying weapons or armor.
In real gameplay, this leads to a common decision point:
If you already have one Cooling Coil, picking up a second is usually fine
Picking up a third often forces you to drop lower-value items
Carrying three makes escape riskier if enemies are nearby
Experienced players often extract with one or two, not a full stack, unless they are running light or playing very cautiously.
Most of the time, recycling is the better choice.
Recycling gives you Chemicals and Steel Springs. Salvaging only gives Steel Springs. Unless you are short on springs specifically, recycling provides better overall value.
There are situations where salvaging makes sense:
You urgently need Steel Springs for a single craft
You are low on storage space for Chemicals
You are planning a short crafting session and want fast results
But as a general rule, players recycle Cooling Coils and stockpile the results.
Coins are easy to earn over time. Crafting bottlenecks are not.
Steel Springs and Chemicals are materials that quietly block progress later if you waste them early. Many players sell Cooling Coils early on, then regret it when they need those materials and have to farm industrial zones again.
This becomes especially noticeable when players want to unlock specific weapon paths. Some crafting routes feel cheap until you realize how many mid-tier materials they consume.
This is also where players start comparing farming time versus trading decisions, especially when considering things like buy arc raiders Vulcano blueprint, which pushes people into planning their material economy more carefully.
Usually, no.
If you already have a Cooling Coil and hear another squad nearby, disengaging is often the correct move. Cooling Coils are valuable, but not irreplaceable. Losing a full backpack over one item is rarely worth it.
Most PvP around industrial loot happens accidentally. Noise from opening containers or generators draws attention. Experienced players either clear quickly or leave immediately after finding one.
If you are solo, it is almost never worth defending a position just because you found a Cooling Coil.
Common habits that work:
Loot industrial areas first, then move toward extraction
Avoid long detours after picking one up
Use cover-heavy routes instead of open tarmac
Do not stop to open every container once you are carrying one
Spaceport is dangerous because sightlines are long. Carrying a heavier load makes you slower, which means bad positioning is punished harder.
Players who consistently extract Cooling Coils treat the run as “done” once they get one.
This depends on where you are in progression, but common behavior looks like this:
Early game: keep 2–3 total
Mid game: keep 4–6 total
Late game: convert most into materials and keep few raw
There is no reason to hoard large numbers of Cooling Coils as items. They do not become rarer later. What matters is the recycled output.
Players who hoard too many usually run out of storage space and end up selling or salvaging under pressure, which is inefficient.
Yes, but not predictably.
Spaceport industrial loot has decent consistency, but you should not expect a Cooling Coil every run. Most players see one every few successful raids if they focus on industrial areas.
Trying to force-farm Cooling Coils leads to rushed looting and higher death rates. The more reliable approach is to treat them as a bonus item while doing normal material runs.
Several patterns show up repeatedly:
Selling them early for coins
Carrying too many and getting caught while slow
Fighting over them instead of extracting
Salvaging when recycling would be better
Ignoring weight until it is too late
Most of these mistakes disappear once players start thinking in terms of materials instead of item rarity.
Cooling Coils are not exciting loot, but they quietly support progress. In Spaceport runs, they reward careful looting, fast decisions, and early extraction. The players who benefit most from them are not the ones who chase them, but the ones who recognize their value and leave alive.
If you treat Cooling Coils as a medium-term investment rather than a trophy item, they will consistently help you move forward without unnecessary risk.
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