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Thread Statistics | Show CCP posts - 6 post(s) |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.23 14:09:00 -
[1]
Edited by: Raimo on 23/06/2009 14:11:07
Originally by: CCP Tuxford Ok I'm gonna try to clear some things up.
Overloaded module has a chance to do damage to each module in the rack at the end of the cycle The chance of a module taking damage from an overloaded module is reduced by the distance from the module The chance of a module taking damage is also reduced by the number of empty/offline modules Heat sinks despite it's name have nothing to do with heat. The are damage mods same as gyrostabilizers and magnetic field stabilizers.
This is how it's supposed to work, if it is not then you should file a bug report.
Note: This is still chance based so there is a chance that a module farther away from the overloaded module would take more damage than a one closer but it shouldn't be the norm.
Now I'm confused. Does a module getting heat damage reduce the chance of another module getting damage? If so, as offline modules also take damage that can/ needs to be repaired this would still mean that using offline heatsinks is worthwhile instead of empty slots...
And FYI Tuxford, "Heat Sink" is a term widely used in the player base to represent a (usually high utility slot) module that is offlined to make overheating more efficient, as this is how it's widely believed to work as per that devblog etc...
They sometimes get confused with the low slot damage mod of the same name. :P --- WOLFY is recruiting!
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.23 16:38:00 -
[2]
Originally by: Dr Fighter
Originally by: CHED lol at me and my corp and most of eve using off lined mods as heat sinks since heat came out, when its actually a load of ****.
sort of.
I think it works like this.
You have an empty slot and a offline module, being used to slow heat buildup, but the offline module has a chance of taking the heat dmg from that cycle where an empty slot would not.
Bolded the problem.
And hence my earlier post, I'd like to know facts... |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.23 19:39:00 -
[3]
Originally by: oniplE Edited by: oniplE on 23/06/2009 16:52:37
Originally by: Raimo
Originally by: Dr Fighter
Originally by: CHED lol at me and my corp and most of eve using off lined mods as heat sinks since heat came out, when its actually a load of ****.
sort of.
I think it works like this.
You have an empty slot and a offline module, being used to slow heat buildup, but the offline module has a chance of taking the heat dmg from that cycle where an empty slot would not.
Bolded the problem.
And hence my earlier post, I'd like to know facts...
According to my initial test results and the dev reply: an offlined module performs just as well as an empty slot. So there's no point in fitting an offlined mod for heat purposes, you're better off with an empty slot because you wont have to repair it afterwards.
Personally, i'd love to see offlined modules perform BETTER than empty slots. Repairing heat damage will cost more and you risk losing an extra module in pvp. In return you can overload your mods longer.
I'd still like more dev explanation. Why the talk about offline modules at all? |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 04:46:00 -
[4]
Originally by: Furb Killer Both an offline mod and an empty slot do exactly the same. Which part of that can be unclear?
Originally by: EVElopedia Offline modules and empty module slots function as heat sinks, reducing the damage taken over time. While it is usually better to fit an active module, if no CPU or power grid is available, these heat-sink modules can be used to great effect.
Which part of this can be clear? Why mention offline modules at all if they have the same effect as empty slots? Why have a module there that you need to repair versus having no module and thus no need for repairs... --- WOLFY is recruiting!
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 06:00:00 -
[5]
Edited by: Raimo on 24/06/2009 06:04:14
Originally by: Atsuko Ratu
Originally by: Raimo
Which part of this can be clear? Why mention offline modules at all if they have the same effect as empty slots? Why have a module there that you need to repair versus having no module and thus no need for repairs...
Anyone ever tell you how dense you are?
Why not mention offline modules? Should they be unclear and only mention empty slots, leaving the question "how do offline modules effect heat?".
Ah, they are plenty unclear as it stands... Am I the only one that thinks that this issue that is perpetrated with myths and assumptions would need a bit more clarification?
If most of EVE has been fitting offline modules (usually with no desire to online them and no realistic offlining option to do that, what, offline your MWD in hostile space?) with the assumption that it is better than leaving the slot empty, you think it's ok to leave the issue with a passing unclear and contradictory dev post(and EVElopedia edit) and the findings of one player?
You don't think some more dev clarification would be ok, preferably from the ground up as there is so much myth and misinformation around the issue? Anyone tell how dense you are? Or how about editing the EVElopedia article a bit more to be clear that there is no advantage to fitting offline mods as far as heat goes if that is the case?
(Also many believe that the larger the mod per fitting requirements the better which ofc would be false as well) |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 09:12:00 -
[6]
Originally by: Furb Killer Sorry but i was serious, which part of it can be unclear? They act exactly the same.
Why would you then use an offline smartbomb there? You wouldnt, it is useless. Why would you use an offline repper/salvager? So afterwards if needed you can online it and use it.
Read my last post again. This is a pretty big issue of misinformation that has gone on for a long time. It's not an issue of me wanting to fit an offline large smartbomb thinking it's better than a salvager or an empty slot, it's that thousands of players still think this is the case because the misinformation has been going on for so long...
I'd like for some more dev clarifications, not because of the unclearness of the info in here and in the EVElopedia(even though they still are a tad vague for my liking and I'd like the Devs to NOT mess up with the low slot damage mod semantics when they're trying to "clear something up", thx) but because the misinformation is so widespread and has been going for so long.
And I'd like the EVElopedia edited again to not imply that there would be any other benefit to fitting offline mods than being able to online them for use if that is indeed the case. --- WOLFY is recruiting!
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 09:16:00 -
[7]
especially this bit makes EVElopedia *very unclear* on the matter:
Quote: Offline modules and empty module slots function as heat sinks, reducing the damage taken over time. While it is usually better to fit an active module, if no CPU or power grid is available, these heat-sink modules can be used to great effect.
"These heat-sink modules" implies that a module(offline heatsink) is more effective than no module(empty slot). Also, they talk about a "heat sink" thus Tuxford mentioning that heat sinks are actually damage mods in this thread doesn't help to clear things up... --- WOLFY is recruiting!
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 10:53:00 -
[8]
Originally by: Furb Killer Okay lets create a new dev blog: Offline modules and empty slots act the same for overheating purposes.
So that was a long dev blog.
Uh, how about fixing the evelopedia 1st? How about a Dev post clearly indicating what previous dev talk has been fact and what has been not? |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.25 10:58:00 -
[9]
I'm bumping this! :P |
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