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Salpad
Caldari Carebears with Attitude
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Posted - 2011.04.16 06:17:00 -
[1]
I experimented a tiny bit with overheating during some level 3 missions, soon after the mechanic was introduced, but didn't like it much.
Now I want to try again, on level 4 missions, keeping overheating as a reserve option for tough things like the bonus room of AE, rather than doing it routinely. My main is in a Nighthawk, and my alt (who might not have the skillz to use paste well - I haven't checked) is in a Drake that's currently supertanked (no gank).
How much Nanite Repair Paste should I carry? How much will I typically use, e.g. if my main overheats the HIGH and MID slots once, and my alt overheats his MID slots once?
I've bought 600 units to split between then, maybe 350 to main, 250 to alt. Is that reasonable, or is it a silly small amount?
-- Salpad |
Daneel Trevize
Black Viper Nomads
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Posted - 2011.04.16 09:50:00 -
[2]
Once as in one cycle, or once as in until they're as burnt as you dare without them going offline? Because it's chance that 1 cycle will even cause any damage, and only takes a few units to repair most things, you just can't rep them and use them as the same time, or while anything else is heated. Also it's cheaper to rep in a station than use paste afaik. |
Anddeh McNab
Cadre Assault Force
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Posted - 2011.04.16 11:43:00 -
[3]
I carry 150 units on my mission boat, seems to be enough when I overload to guns and tank to near breaking point. There are two sides to the EVE community; those that scream for change and those that scream against it. Often they are the same person. |
Salpad
Caldari Carebears with Attitude
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Posted - 2011.04.16 17:13:00 -
[4]
Originally by: Anddeh McNab I carry 150 units on my mission boat, seems to be enough when I overload to guns and tank to near breaking point.
Thanks!
-- Salpad |
KrustyKrab
Immortalis Inc. Shadow Cartel
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Posted - 2011.04.16 20:00:00 -
[5]
depending on the ship I'm flying, I tend to take anywhere from 150-250 nanite paste.
smaller ships with less guns requires less paste usually, and usually get less heat damage since 3 or 4 guns overheating in a rack is a lot less damage than say overheating all 7 hvy pulse II's in a harby.
Nanite Operation 4 Nanite Interfacing 4 Thermodynamics 4 Strategic Cruiser (if applicable) 4
If you aren't going to overheat your guns, but maybe just a shield booster/armor repper/invuln field or such, you don't need nearly as much, as repairing a single module is trivial compared to an entire rack of weapons.
Another trick = put your modules that you are going to overheat the most on the edges of the rack
drake example:
mids (placement order)
Invuln II Jb5 Warp disruptor LSE II Y-T8 MWD LSE II Invuln II
highs (placement order)
Hvy Launcher II Hvy Launcher II Hvy Launcher II Salvager I (offline) Hvy Launcher II Hvy Launcher II Hvy Launcher II Hvy Launcher II
A module overheating at the end of a rack sends half of the heat through the rack, the other half = goes to magical fairy land?
Putting T1 modules or faction/complex modules between overheating modules helps 'sink' the heat, allowing for longer burn times. Multiple modules overheating at same time of course creates much more heat along the rack, which is why I like to break up the weapons rack with a T1 module if possible. It only adds a little more overheating time, but 10-20 seconds could mean the difference between getting off a few more shots vs the entire rack burning out and now you got no weapons! ;)
T2 of course damages much faster with heat. Faction/complex stuff seems to overheat forever sometimes (I've had a deadspace small armor rep overheat for around 4 minutes before, doing more damage to surrounding modules than the repper itself).
remember the shift+ shortcut to overheat.
top rack items = shift+F1 or F2 etc (depends on the module you want to overheat)
mid rack = alt+shift+F1
low rack = ctrl+shift+F1
(I might have the mid and low ctrl/alt keys backwards, I mostly only shift+ top rack for guns/scrams etc)
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