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owl titanside
Imperial Dawn. Northern Associates.
0
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Posted - 2015.03.31 03:42:49 -
[1] - Quote
i have lvl 4 in this, and my weapons seem to do well when overheated , last only a short bit then i need to turn off heat or risk burning out, my question is, if i train this to 5 what will be the "time/length" of use when overheated, seeing as i can only run heat for 45 secs or less, am i supposed to be pulsing heat ? what do i gain from that last 5% that is better than what i already have.
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Aluka 7th
179
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Posted - 2015.03.31 06:01:20 -
[2] - Quote
You can overload for about 5-6% longer. |
Mephiztopheleze
Republic University Minmatar Republic
55
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Posted - 2015.03.31 22:00:27 -
[3] - Quote
honestly, just suck it up and train Thermo V. While the numbers don't look all that impressive, the actual extra bonus in-game is surprisingly noticeable.
Not long after finishing the train, I saved a hyena-webbed bomber by burning back to gate with an overheated afterburner & invuln, got through and both modules were still serviceable and the small gate camp hadn't broken my shields, i really knew it was worth the train.
Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze
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Shayla Sh'inlux
Coreli Corporation Mercenary Coalition
65
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Posted - 2015.04.01 20:19:00 -
[4] - Quote
It really depends on what you do.
For PvE, don't bother with Thermo V. The vast majority of PvE content can and should be done without touching the overheat button. Burner missions and situations where you messed up being exceptions, but Thermo III or IV is more than enough for that.
For PvP, it depends:
#1 For Nulsec Alliance style CTA-fleets, gatecamps and roams (which is just a different word for ganks) you don't need overheating V. You just need to be able to overheat when you get yellowboxed after which you either catch reps from your logi or get blown up. I suppose dedicated logi pilots could use that extra point in overheating though, but the extra amount of reps you can land between Thermo IV and V is so small that I don't feel it matters. I've flown a ton of logi and never came close to burning out the reps (I have it trained to V because of #2)
#2 Small gang brawls, as mostly found in lowsec but do happen in nulsec too. Mostly in NPC nulsec. Think fights between 3 and 15 players on each side. Here overheating is the name of the game and since these engagements tend to be lengthy, extra overheating time is amazing. Get it to V.
#3 Solo PvP. This hardly exists anymore and is mostly frigs vs frigs in novice FW plexes. Some people solo camp nulsec gates in HACs too though. Anyway, if this is your thing, then it just means - simplified- that you overheat everything and shoot. Fights are generally too short for heat damage to matter - fights tend to be over way before modules die out.
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owl titanside
Imperial Dawn. Northern Associates.
0
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Posted - 2015.04.03 00:24:44 -
[5] - Quote
If i trained this skill to 5 it would be for PvP only obvi, but mostly for my weapons as the extra damage i get from my T2 guns is a nice bump, and the ability to heat a few other random things that i might not have overheated in pvp before (due to burn out's to quickly) .
i really wish i could "feel" the change like you said @ Mephiztopheleze..... just wish i could see how long my launchers would stay active when overheated with lvl 5. all i can say is it still feels like my ship burns out to quickly on 4, almost as bad as it was with lvl 3 thermo! |
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