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oniplE
Point of No Return
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Posted - 2009.06.08 17:47:00 -
[1]
Edited by: oniplE on 08/06/2009 17:47:49 Heat sinks are offlined modules that are supposed to divert heat from overloaded modules, making them last longer. The original dev blog by Oveur stating this, can be read here , it can also be read in the evelopedia here
But, if you check EFT you will see that it makes no difference whether you have an offlined module or an empty slot. Modules will not last longer.
Ofcourse we cant trust EFT completely so i decided to test it on the test server. And it turns out heat sinks really do nothing at all. I set up a Deimos and overloaded TWO heavy neutron blasters, with offlined medium nos modules around them.
Setup used:
[Deimos, Heat Test] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Power Diagnostic System II Power Diagnostic System II
10MN MicroWarpdrive II Stasis Webifier II Warp Scrambler II
Medium Diminishing Power System Drain I /OFFLINE Medium Diminishing Power System Drain I /OFFLINE Heavy Neutron Blaster II, Antimatter Charge M Heavy Neutron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE Medium Diminishing Power System Drain I /OFFLINE
[empty rig slot] [empty rig slot] And obviously one setup with the offlined nos's removed.
Thermodynamics: level 4 Heat levels were always down to 0/0/0 when testing.
Results: With heatsinks: Average burn out time 177.8 seconds No heatsinks: Average burn out time 180.5 seconds (consistent with EFT numbers)
So there really is no difference at all between having heat sinks and not having them.
Is this a bug? Or are Evelopedia and Oveur (2007) wrong and was this feature never implemented? |

Quixis
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Posted - 2009.06.08 18:00:00 -
[2]
I'm not sure about your figures, but wouldn't you get better heat distribution with it as follows?
Medium Diminishing Power System Drain I /OFFLINE Heavy Neutron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE Medium Diminishing Power System Drain I /OFFLINE Heavy Neutron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE
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oniplE
Point of No Return
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Posted - 2009.06.08 18:12:00 -
[3]
Edited by: oniplE on 08/06/2009 18:12:34 Yep. But for this test the lay out doesnt matter. I'm looking for a change in heat distribution when using heat sinks, there doesnt appear to be any. x |

weazlor
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Posted - 2009.06.08 18:19:00 -
[4]
{HEATSINK}{HEATSINK}{BLASTER}{BLASTER}{HEATSINK}{HEATSINK}
Methinks the overheating blaster alongside is negating the heatsink.
Quote: You can thereby create buffers by slapping your favorite named/faction module between two Tech 1s
Have you tried just one heatsink on either side?
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Terry Dyne
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Posted - 2009.06.08 18:20:00 -
[5]
Originally by: oniplE Edited by: oniplE on 08/06/2009 18:12:34 Yep. But for this test the lay out doesnt matter. I'm looking for a change in heat distribution when using heat sinks, there doesnt appear to be any.
Quote: heat damage spreads "sideways" from the overloaded module, not randomly in the rack.
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oniplE
Point of No Return
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Posted - 2009.06.08 18:21:00 -
[6]
Originally by: weazlor {HEATSINK}{HEATSINK}{BLASTER}{BLASTER}{HEATSINK}{HEATSINK}
Methinks the overheating blaster alongside is negating the heatsink.
Quote: You can thereby create buffers by slapping your favorite named/faction module between two Tech 1s
Have you tried just one heatsink on either side?
I doubt it will matter, my results are consistent with EFT numbers. EFT says there will be no difference.
BUT, will go test it right now to be sure :) x |

oniplE
Point of No Return
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Posted - 2009.06.08 18:23:00 -
[7]
Originally by: Terry Dyne
Originally by: oniplE Edited by: oniplE on 08/06/2009 18:12:34 Yep. But for this test the lay out doesnt matter. I'm looking for a change in heat distribution when using heat sinks, there doesnt appear to be any.
Quote: heat damage spreads "sideways" from the overloaded module, not randomly in the rack.
It doesnt matter. The point is there is no difference between having heat sinks and NOT having them. There should be a difference even if the lay out isnt optimal, they should do something. x |

weazlor
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Posted - 2009.06.08 18:28:00 -
[8]
were the blasters spread out in the non-heatsink test? |

oniplE
Point of No Return
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Posted - 2009.06.08 18:44:00 -
[9]
Edited by: oniplE on 08/06/2009 18:43:45
Originally by: weazlor were the blasters spread out in the non-heatsink test?
No. Exact same layout, except with 4 empty slots around them. x |

Artassaut
Minmatar Oblivion Amalgamated
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Posted - 2009.06.08 20:06:00 -
[10]
Edited by: Artassaut on 08/06/2009 20:09:11 Control-click the "Module active" mark, being either an X or a checkmark, in order to set it to be an offline heatsink.
You're welcome.
Might as well add: this is why people don't like EFT warriors. |
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oniplE
Point of No Return
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Posted - 2009.06.08 20:17:00 -
[11]
Originally by: Artassaut Edited by: Artassaut on 08/06/2009 20:09:11 Control-click the "Module active" mark, being either an X or a checkmark, in order to set it to be an offline heatsink.
You're welcome.
Might as well add: this is why people don't like EFT warriors.
Dont look like a fool and read the thread before you post something about EFT warriors. |

oniplE
Point of No Return
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Posted - 2009.06.08 20:23:00 -
[12]
Re-tested ingame, now with electrons and a better heat distribution lay out.
New setup:
[Deimos, Heat test] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Power Diagnostic System II Power Diagnostic System II
10MN MicroWarpdrive II Stasis Webifier II Warp Scrambler II
Medium Diminishing Power System Drain I /OFFLINE Heavy Electron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE Medium Diminishing Power System Drain I /OFFLINE Heavy Electron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE
[empty rig slot] [empty rig slot] Again, the other setup has the Nos's removed.
Results With heatsinks: Average burn out time 197.9 seconds No heatsinks: Average burn out time 194 seconds
The results are pretty much the same. There is a small difference, but since heat damage is chance based and the difference is very small, there is NO significant difference between the two.
This 2nd test underlines the first conclusion, heat sinks dont work as described.
x |

Pvt Public7
Amarr Imperial Academy
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Posted - 2009.06.09 02:54:00 -
[13]
CCP... lied? ohnoes |
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CCP Fallout

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Posted - 2009.06.09 09:59:00 -
[14]
Moved to Ships and Modules.
Fallout Associate Community Manager CCP Hf, EVE Online Contact us |
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SFX Bladerunner
Minmatar Black Serpent Technologies
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Posted - 2009.06.09 10:03:00 -
[15]
Originally by: CCP Fallout Moved to Ships and Modules.
That's very nice and all.. but seeing as you were reading this anyway it wouldn't have hurt to comment on it concidering this seems to be quite a problem __________________________________________________
History is much like an endless waltz, the three beats of war, peace and revolution continue on forever.. |

Cpt Gobla
The Dark Space Initiative
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Posted - 2009.06.09 10:11:00 -
[16]
Originally by: oniplE <snip>
The results are pretty much the same. There is a small difference, but since heat damage is chance based and the difference is very small, there is NO significant difference between the two.
This 2nd test underlines the first conclusion, heat sinks dont work as described.
How many tests did you run? IE on how many samples are your averages based.
If it's below 10 then you've statistically proven nothing at all save that heat damage is random. |

Kendon Riddick
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Posted - 2009.06.09 10:15:00 -
[17]
so what your saying is empty slots are almost as good as one with a heatsink offline module.
test this:
blaster - nothing - blaster - nothing and then again with blaster - heatsink - blaster - heatsink and then again with blaster - blaster (not overheated but online) - blaster - blaster (not overheated but online)
Would be good to get some better idea of exactly where modules are placed, with active and offline modules as heatsinks. |

oniplE
Point of No Return
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Posted - 2009.06.09 10:21:00 -
[18]
Edited by: oniplE on 09/06/2009 10:24:48
Originally by: Cpt Gobla
Originally by: oniplE <snip>
The results are pretty much the same. There is a small difference, but since heat damage is chance based and the difference is very small, there is NO significant difference between the two.
This 2nd test underlines the first conclusion, heat sinks dont work as described.
How many tests did you run? IE on how many samples are your averages based.
If it's below 10 then you've statistically proven nothing at all save that heat damage is random.
18 tests, i have tested this before but never posted results. Results were similar. I can probably come up with a statistics test that can determine if there's a significant difference.
Originally by: CCP Fallout Moved to Ships and Modules.
I'm not sure how it belongs here, this is about a test on the test server. "Feedback and comments about testing on Singularity.", says the description of the test server forum, but ok.. might get some more exposure here :P
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Kar Anshral
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Posted - 2009.06.09 10:51:00 -
[19]
y'know that when heat got introduced Tux did a presentation at fanfest about where he said that offline modules are the same as an empty slot for the heat calculation. Why people have been using offline mods all the time, while they don't make a difference, idk.
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01shining01
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Posted - 2009.06.09 10:59:00 -
[20]
Edited by: 01shining01 on 09/06/2009 11:00:59
Originally by: oniplE Re-tested ingame, now with electrons and a better heat distribution lay out.
New setup:
[Deimos, Heat test] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Power Diagnostic System II Power Diagnostic System II
10MN MicroWarpdrive II Stasis Webifier II Warp Scrambler II
Medium Diminishing Power System Drain I /OFFLINE Heavy Electron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE Medium Diminishing Power System Drain I /OFFLINE Heavy Electron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE
[empty rig slot] [empty rig slot] Again, the other setup has the Nos's removed.
Results With heatsinks: Average burn out time 197.9 seconds No heatsinks: Average burn out time 194 seconds
The results are pretty much the same. There is a small difference, but since heat damage is chance based and the difference is very small, there is NO significant difference between the two.
This 2nd test underlines the first conclusion, heat sinks dont work as described.
first the heat sinks is only for the lazer - the magnetic is for the railgun and blaster - the gyrostab for the projectile.
why you put 4 Magnetic Field Stabilizer II ?
the first Magnetic Field Stabilizer II give you 10 % dps 2 Magnetic Field Stabilizer II 5% bonus is penalized 3 Magnetic Field Stabilizer II 2,5 % bonus is penalized and 4 Magnetic Field Stabilizer II give you nothing because the penalization is maxed.
is better if you put 2 magnetic II and 2 hardener for more resist. |
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Pearre Dash
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Posted - 2009.06.09 11:04:00 -
[21]
Edited by: Pearre Dash on 09/06/2009 11:05:52 Because it will make the guns cycle faster, which is what we want when testing to see how heat damage is distributed, you imbecile.
And that's totally not how stacking penalties go. |

Omarvelous
Destry's Lounge Important Internet Spaceship League
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Posted - 2009.06.09 11:08:00 -
[22]
Originally by: CCP Fallout Moved to Ships and Modules.
The least you could have done is explain this topic a little more in depth. 
Important Internet Spaceship League Wants You |

Shinnen
Caldari Northern Intelligence
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Posted - 2009.06.09 11:08:00 -
[23]
Originally by: 01shining01 Edited by: 01shining01 on 09/06/2009 11:00:59
Originally by: oniplE Re-tested ingame, now with electrons and a better heat distribution lay out.
New setup:
[Deimos, Heat test] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Power Diagnostic System II Power Diagnostic System II
10MN MicroWarpdrive II Stasis Webifier II Warp Scrambler II
Medium Diminishing Power System Drain I /OFFLINE Heavy Electron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE Medium Diminishing Power System Drain I /OFFLINE Heavy Electron Blaster II, Antimatter Charge M Medium Diminishing Power System Drain I /OFFLINE
[empty rig slot] [empty rig slot] Again, the other setup has the Nos's removed.
Results With heatsinks: Average burn out time 197.9 seconds No heatsinks: Average burn out time 194 seconds
The results are pretty much the same. There is a small difference, but since heat damage is chance based and the difference is very small, there is NO significant difference between the two.
This 2nd test underlines the first conclusion, heat sinks dont work as described.
first the heat sinks is only for the lazer - the magnetic is for the railgun and blaster - the gyrostab for the projectile.
why you put 4 Magnetic Field Stabilizer II ?
the first Magnetic Field Stabilizer II give you 10 % dps 2 Magnetic Field Stabilizer II 5% bonus is penalized 3 Magnetic Field Stabilizer II 2,5 % bonus is penalized and 4 Magnetic Field Stabilizer II give you nothing because the penalization is maxed.
is better if you put 2 magnetic II and 2 hardener for more resist.
 
12/10 ! Well done xD
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01shining01
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Posted - 2009.06.09 11:10:00 -
[24]
Originally by: Pearre Dash Edited by: Pearre Dash on 09/06/2009 11:05:52 you imbecile.
aheum...you learned courtesy ?
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Steely Dhan
Perkone
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Posted - 2009.06.09 12:32:00 -
[25]
Originally by: 01shining01
Originally by: Pearre Dash Edited by: Pearre Dash on 09/06/2009 11:05:52 you imbecile.
aheum...you learned courtesy ?
When he say's "heatsink" he is talking about modules used to absorb heat from overheating modules (guns in this case), not damage mod for lasers.
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Thistle Hurte
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Posted - 2009.06.09 12:40:00 -
[26]
Originally by: 01shining01
first the heat sinks is only for the lazer - the magnetic is for the railgun and blaster - the gyrostab for the projectile.
Reading Comprehension FTL
 |

Gartel Reiman
Civis Romanus Sum Pax Romana Alliance
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Posted - 2009.06.09 12:56:00 -
[27]
Originally by: 01shining01 why you put 4 Magnetic Field Stabilizer II ?
the first Magnetic Field Stabilizer II give you 10 % dps 2 Magnetic Field Stabilizer II 5% bonus is penalized 3 Magnetic Field Stabilizer II 2,5 % bonus is penalized and 4 Magnetic Field Stabilizer II give you nothing because the penalization is maxed.
That's not how the stacking penalty works or the base DPS bonus you get from a T2 MFS (1.1 / 0.895 => 22.9% increase).  |

oniplE
Point of No Return
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Posted - 2009.06.09 15:41:00 -
[28]
Originally by: Kar Anshral y'know that when heat got introduced Tux did a presentation at fanfest about where he said that offline modules are the same as an empty slot for the heat calculation. Why people have been using offline mods all the time, while they don't make a difference, idk.
This was probably before the Dev blog by Oveur which announced Heat improvements. So the options are a) It was never implemented and heat sinks are a myth b) It was implemented but it doesn't work.
It would be nice to have a Dev reply to this thread, i'm going to bug report this with a link to this thread to perhaps increase the chances of that happening. x |

uzumoreru
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Posted - 2009.06.09 15:45:00 -
[29]
Can you also test with a full rack of electron blasters with only the middle 2 overloaded, with the rest of the modules firing/not firing, and see what that does to the time till burnout?
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Droog 1
Black Rise Inbreds
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Posted - 2009.06.09 16:00:00 -
[30]
Edited by: Droog 1 on 09/06/2009 16:00:51 I'll be testing this later. |
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Roemy Schneider
Vanishing Point.
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Posted - 2009.06.09 19:31:00 -
[31]
Originally by: CCP Fallout Moved to Ships and Modules.
oh "working as intended" then, is it?
we probably should have another look at tuxford's creations altogether |

Sokratesz
Rionnag Alba Against ALL Authorities
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Posted - 2009.06.09 20:01:00 -
[32]
I came to pretty much the same conclusions when overloading MWD on my dictors..would be nice to have some clarification from CCP. |
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CCP Tuxford

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Posted - 2009.06.09 23:32:00 -
[33]
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. _______________ |
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CCP Tuxford

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Posted - 2009.06.09 23:38:00 -
[34]
Originally by: oniplE
Is this a bug? Or are Evelopedia and Oveur (2007) wrong and was this feature never implemented?
Technically there is nothing wrong with Oveur's statement or Evelopedia. Offline modules do function as heat sinks but so does empty slot.
I'll try to contact someone at Evelopedia to be a bit more clear about this statement though. _______________ |
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CCP Tuxford

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Posted - 2009.06.09 23:40:00 -
[35]
Edited by: CCP Tuxford on 09/06/2009 23:40:29 failpost  _______________ |
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Car Wars
Pigs In Space United Proletariat Privateer Alliance
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Posted - 2009.06.10 00:13:00 -
[36]
Edited by: Car Wars on 10/06/2009 00:15:14
Originally by: CCP Tuxford Ok I'm gonna try to clear some things up.
Heat sinks despite it's name have nothing to do with heat.
Originally by: CCP Tuxford
Offline modules do function as heat sinks but so does empty slot.
ROFL 
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Davinel Lulinvega
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Posted - 2009.06.10 00:23:00 -
[37]
Originally by: CCP Tuxford
Originally by: CCP Tuxford
Originally by: CCP Tuxford
T-T-T-TRIPLE POST |

Atsuko Ratu
Caldari Interstellar eXodus
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Posted - 2009.06.10 00:27:00 -
[38]
Originally by: CCP Tuxford
The chance of a module taking damage is also reduced by the number of empty/offline modules
/thread
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Forge Lag
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Posted - 2009.06.10 00:35:00 -
[39]
Thank you very much for this thread and for a great dev response. I finally understand heat. Also kudos to OP.
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Dr Fighter
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Posted - 2009.06.10 00:44:00 -
[40]
Some people have mentioned actual dedicated overheating radiators, designed to be online and reduce heat dmg more than an offline module.
Also with what Tux sed, how come offline modules take dmg? might as well have a useable mod in the high thats simply not overheated with the rest of the rack!
or OH every other gun...
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Tildes own
Aliastra
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Posted - 2009.06.10 02:51:00 -
[41]
I'd be interested to know whether empty slots or offlined modules have any difference in heat absorbance |

Sir Substance
Minmatar The Empire Nation Dead Mans Hand
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Posted - 2009.06.10 03:05:00 -
[42]
on this topic: linky |

Misanth
RABBLE RABBLE RABBLE
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Posted - 2009.06.10 04:54:00 -
[43]
Nice clarification Tux. Also, interesting to see that you still work at CCP, havn't seen you post in ages. Good stuff you bring at least. - I'd tell you why but then I'll have to kill you. And to kill you I'd have to log in. And to log in I'd have to stop browsing these forums. Both you and me knows that'll never happen. |

Colonel Cornbread
Minmatar Brutor tribe
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Posted - 2009.06.10 05:21:00 -
[44]
Do grouped modules = Modules in said rack?
I'd like to see some clarification on grouped modules.
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SFX Bladerunner
Minmatar Black Serpent Technologies
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Posted - 2009.06.10 06:55:00 -
[45]
With regards to this thread I have made a new thread in the features & ideas discussion regarding heatsinks.
linky: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1094345
Please show your support! |
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CCP Tuxford

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Posted - 2009.06.10 09:12:00 -
[46]
Originally by: Misanth Nice clarification Tux. Also, interesting to see that you still work at CCP, havn't seen you post in ages. Good stuff you bring at least.
I do still work for ccp what has become an uninterrupted tenure of 4 years this summer. I did however move over from game design to programming which explains my rather lax forum presence.
It wasn't a triple post, it was two posts, one of which was a double post  _______________ |
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CCP Tuxford

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Posted - 2009.06.10 09:24:00 -
[47]
fixed the evelopedia. Now the op looks like a weirdo that can't read kekekeke! _______________ |
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Kendon Riddick
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Posted - 2009.06.10 09:39:00 -
[48]
Originally by: CCP Tuxford fixed the evelopedia. Now the op looks like a weirdo that can't read kekekeke!
Oh Tuxy, your as wicked as you are sexy! |

oniplE
Point of No Return
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Posted - 2009.06.10 09:55:00 -
[49]
Originally by: CCP Tuxford fixed the evelopedia. Now the op looks like a weirdo that can't read kekekeke!
got owned by Tux :( |

Sokratesz
Rionnag Alba Against ALL Authorities
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Posted - 2009.06.10 13:33:00 -
[50]
Originally by: Colonel Cornbread Do grouped modules = Modules in said rack?
I'd like to see some clarification on grouped modules.
Heat damage is spread evenly across grouped modules so they will all show identical damage % and also shut down at the same time.
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Kar Anshral
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Posted - 2009.06.10 16:01:00 -
[51]
Vindicated, haha 
♥ Tux |

Davinel Lulinvega
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Posted - 2009.06.10 16:10:00 -
[52]
Evelopedia already says that. Can't you read?
Originally by: CCP Tuxford Now the op looks like a weirdo that can't read kekekeke!
inb4 stealth edit |

Lindsay Logan
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Posted - 2009.06.10 18:37:00 -
[53]
Originally by: Car Wars Edited by: Car Wars on 10/06/2009 00:15:14
Originally by: CCP Tuxford Ok I'm gonna try to clear some things up.
Heat sinks despite it's name have nothing to do with heat.
Originally by: CCP Tuxford
Offline modules do function as heat sinks but so does empty slot.
ROFL 
Oh! Oh! You quoted a dev saying something kind of wierd, that certanily deserves its own post with a smily!!!! you are so my Hero!!! 
Serriously, quit trolling.
Overheating is working fine for me, tho I have not done any testing in a long long time with offline modules contra empty highs.
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Franga
NQX Innovations
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Posted - 2009.06.17 05:54:00 -
[54]
Hmm, Tuxfordy goodness. _____________________________

Please resize sig to a file size no greater than 24000 bytes - Mitnal |

Evthron Macyntire
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Posted - 2009.06.17 06:00:00 -
[55]
I think you can negate the heatsinks by slapping another gun on there. Then you wouldn't have to overheat anything. |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.23 14:09:00 -
[56]
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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Afk anyway
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Posted - 2009.06.23 15:49:00 -
[57]
Originally by: Sokratesz
Originally by: Colonel Cornbread Do grouped modules = Modules in said rack?
I'd like to see some clarification on grouped modules.
Heat damage is spread evenly across grouped modules so they will all show identical damage % and also shut down at the same time.
Imho false, because if the stack is burned and you clear it, there are sometimes a few guns burned while others are still ready to fire(but with a lot damage already).
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CHED
Genos Occidere
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Posted - 2009.06.23 16:20:00 -
[58]
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 ****. |

Dr Fighter
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Posted - 2009.06.23 16:25:00 -
[59]
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. |

kyrv
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Posted - 2009.06.23 16:31:00 -
[60]
You never actually thought it was true? did you? 
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.23 16:38:00 -
[61]
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... |

oniplE
Point of No Return
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Posted - 2009.06.23 16:49:00 -
[62]
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. |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.23 19:39:00 -
[63]
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? |

Furb Killer
Gallente
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Posted - 2009.06.23 19:42:00 -
[64]
Both an offline mod and an empty slot do exactly the same. Which part of that can be unclear? |

Thercon Jair
Minmatar Nex Exercitus Executive Outcomes
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Posted - 2009.06.23 20:50:00 -
[65]
Edited by: Thercon Jair on 23/06/2009 20:50:41 From what I understand:
If you have an online mod in the middle of guns it doesn't act as a heatsink, whereas if you don't have an empty slot there or an offline mod it acts as a heatsink. A small remote armor repairer offline can act as a heatsink and for repairs after battle. Since it does the same as an empty slot, it's preferrable.
Also, what I think: if there is no mod the probability of the other modules taking damage will be higher than if there is an offline module. It's nowhere in the explanation, but it would make sense. Why else would a heatsink make a difference?
If a dev could clarify that? EFT doesn't seem to take this into account. It could either be because it is like that, or because simply EFT doesn't take that into account. |

Sokratesz
Rionnag Alba Against ALL Authorities
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Posted - 2009.06.23 21:22:00 -
[66]
Originally by: Furb Killer Both an offline mod and an empty slot do exactly the same. Which part of that can be unclear?
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Dr Fighter
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Posted - 2009.06.23 21:38:00 -
[67]
Originally by: Furb Killer Both an offline mod and an empty slot do exactly the same. Which part of that can be unclear?
the bit where the offline slot only slows the little heat arrow going up, whereas a module will have a chance to take some of the heat dmg instead of the modules aswell, whereas an empty slot does not get damaged.
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oniplE
Point of No Return
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Posted - 2009.06.23 22:38:00 -
[68]
Edited by: oniplE on 23/06/2009 22:38:12 It really is as simple as quoted above, an empty slot does EXACTLY the same as an offlined module. There is no difference in heat build up or damage distribution. |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 04:46:00 -
[69]
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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Atsuko Ratu
Caldari Interstellar eXodus
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Posted - 2009.06.24 05:37:00 -
[70]
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?".
The empty and offline module absorb heat in the same way. Yes, you need to repair the offline module; but you also get the option of onlining it on the fly, such as a RR or salvager.
In your mind, you're wondering why the offline module takes damage at all, and you seem to think that justifies it being better than an empty slot.
If only you were a Dev.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 06:00:00 -
[71]
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) |

Furb Killer
Gallente
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Posted - 2009.06.24 07:38:00 -
[72]
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. |

Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 09:12:00 -
[73]
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 -
[74]
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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Furb Killer
Gallente
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Posted - 2009.06.24 09:18:00 -
[75]
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.
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Raimo
Gallente Wrath of Fenris
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Posted - 2009.06.24 10:53:00 -
[76]
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 -
[77]
I'm bumping this! :P |
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