Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Kale Kold
Caldari V i r u s
|
Posted - 2008.01.21 09:08:00 -
[1]
How do you use modules for Heat heatsinks?
Do you put hi-slot modules (such as tractors) in between guns actually in the fitting screen in the station to act as heatsinks or can you just rearrange the GUI in space to move a med/hislot module into the gun rack to act as heatsinks?
|
Crimson Tides
|
Posted - 2008.01.21 09:48:00 -
[2]
My understanding is, as long as a module is on your ship and OFFline when you overheat another module, then the overheating module will overheat slower/take less damage over time. It shouldn't matter where it is as far as fitting goes.
|
Tamia Clant
New Dawn Corp New Eden Research
|
Posted - 2008.01.21 09:57:00 -
[3]
I assume its their position in the fitting window that matters, otherwise you could change your sink's location on the fly.
If you have a marauder for example, your fitting screen should look like this:
Turret - Sink - Turret - Sink - Turret - Sink - Turret
As far as I know, the modules acting as heat sinks need to be offline, if you don't offline them the rack will overheat as normal.
Looking for queue-free research slots? Click here!
|
Melor Rend
|
Posted - 2008.01.21 10:00:00 -
[4]
As far as I know the following is true:
a) When talking about "near", "far" and "inbetween", I'm always talking about the real position of the module (in the fitting screen) and NOT the layout that you use to access the modules (which can be changed in space on the fly). So position your modules wisely.
b) Modules that are overloaded start damaging the modules around them faster then the modules that are further away. Say you have the following slot layout: [ MWD | Cap Injector | Scram | Web] If you start overloading your MWD, then the Cap Injector will take damage the fastest, the Scram will take less damage and the web will take the least damage.
c) Offlined modules reduce the damage taken even further, as long as they are inbetween the overloading modules. Again let's say you have the slot layout from the example above: If you offlined your Cap Injector and then overloaded your MWD, then the Cap Injector will prevent the other modules from taking full heat damage for a limited amount of time. The same goes for empty module slots (e.g. if you left the second med slot empty instead of fitting a Injector then it would count like an offline module in that slot).
Afaik thats about how heat works. Please correct me if I got something wrong.
|
MotherMoon
Huang Yinglong FOUNDATI0N
|
Posted - 2008.01.21 10:04:00 -
[5]
yes where you place the offlined module in the fitting window is where the damage goes.
for instance if you put a MWD on the far left with a offlined shield externder next to it and then 2 more webbs next to that and then move them around in space so that the MWD LOOKS like it's next to the webs instead and your overheat. the webs won't take any damage until the off lined module takes full damage.
becuase it's in the way.
ALSO! heat now spreads out the closer a modules is to a module being overheated the higher the chance of it taking damage, with the modules the farthest away almost having no chance to take damage.
This is what the hardcore PvP kids play with.
|
Cpt Fina
Mutually Assured Distraction
|
Posted - 2008.01.21 10:10:00 -
[6]
Flying around with a bunch of offlined modules ftw....
|
Z3r0n
THE LEGION OF STEEL WARRIORS.... R0ADKILL
|
Posted - 2008.01.21 10:11:00 -
[7]
17km web range ftw is more like what I'd say mate!
Currently Training: ePeen Compensation Rank (19) |
MotherMoon
Huang Yinglong FOUNDATI0N
|
Posted - 2008.01.21 10:18:00 -
[8]
Originally by: Cpt Fina Flying around with a bunch of offlined modules ftw....
it's true
for instance fit out a mega with 7 turrets and a heat sink
**** tons of damage
|
Cpt Fina
Mutually Assured Distraction
|
Posted - 2008.01.21 10:41:00 -
[9]
Originally by: MotherMoon
Originally by: Cpt Fina Flying around with a bunch of offlined modules ftw....
it's true
for instance fit out a mega with 7 turrets and a heat sink
**** tons of damage
Never said it wasn't true.
|
Captain Agemman
Minmatar Legio Ultra
|
Posted - 2008.01.21 11:31:00 -
[10]
Edited by: Captain Agemman on 21/01/2008 11:34:45 There was a quite nice presentation on this from tuxford at Fanfest. See if the lecture video is still around.
But basically it is like this (if i understood it right):
1. Heat damage reduction At the end of each cycle, there is a chance that the module takes damage. This chance increases with the heat level of the rack, basically 30% heat level, 30% chance. This chance can be reduced by leaving slots empty or fill them with offline modules.
The Marauder is a good example, so lets stick with it. 7 Highs, 4 weapons, 3 slots empty or offlined.
This reduces the chance of getting damage from overheating at the cycle end by 3/7 or 43%. Giving us at 30% rack heat level: 30% * 57% = 17.1% chance of taking damage.
2. Heat damage absorbtion This is the difference between empty slots and ones filled with offlined modules. The offlined modules work as a damage sink or heat barrier, sucking up the damage and stopping it from further spreading in the rack.
The Maurauder layout Weapon - Offline - Weapon - Offline - Weapon - Offline - Weapon therefor not only reduces the chance of getting damage, but also sucks the damage away from your active modules.
Generally heat spreads outward from the overheated module and the rack isn't a ring, so overheating your rightmost module does not count as being next to your leftmost module (unless you only have 2 slots ofc).
|
|
MotherMoon
Huang Yinglong FOUNDATI0N
|
Posted - 2008.01.21 11:39:00 -
[11]
Edited by: MotherMoon on 21/01/2008 11:39:15 http://www.eve-online.tv/fanfest.aspx
"here we have,el bastaro, and over here we have, baby jesus" rofl.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |