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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.01 10:05:00 -
[1]
Edited by: Louis deGuerre on 01/05/2010 10:08:49 Does the performance of your modules decrease if they are heat-damaged ? or do they just shut down if they are 100% damaged ? How do I apply nanite paste and how much do I need ? Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Thuraya Salairs
Solarwinds Manufacturing Rebel Alliance of New Eden
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Posted - 2010.05.01 10:25:00 -
[2]
Your module will offline and need to be repaired before use.
To apply nanite paste you need to have it in your cargohold and right click on your module. You'll find an option to repair it with the paste. How much you need will depend on how damaged the module is and your skills with nanite paste.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.01 10:36:00 -
[3]
Edited by: Louis deGuerre on 01/05/2010 10:36:57 Thanks for that, I'd like to know a bit more.
Say my blaster is 50% heat damaged. It still fires, but is it's performance impaired ?
To fix a 50 % damaged module, do I need 10 nanite paste, 1000 nanite paste, 100.000 nanite paste ? Don't need exact numbers, just a general indication.
Oh yes, just remembered, do I need to have a certain skill to use nanite paste ?
Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Gartel Reiman
The Athiest Syndicate Advocated Destruction
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Posted - 2010.05.01 11:18:00 -
[4]
Originally by: Louis deGuerre Say my blaster is 50% heat damaged. It still fires, but is it's performance impaired ?
There is no performance degradation, right up until the point where the module shuts off completely. So the only difference between a 0% damaged weapon and a 80% damaged weapon is that the latter will be able to be overheated for a much shorter duration before becoming damaged. In normal, non-overheated use they are completely equivalent.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.01 11:32:00 -
[5]
Right, found this : Nanite Paste is quite expensive, and can take up a considerable amount of space if you intend to overload your modules frequently. Nanite Operation (A rank 2 skill in the Mechanic category) reduces the amount of paste needed by 5% per level. Nanite Interfacing (a rank 3 mechanic skill) increases the speed of the repairs by 20% per level.
Anything else I should know ? Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Mashie Saldana
Red Federation
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Posted - 2010.05.01 14:43:00 -
[6]
Originally by: Louis deGuerre Right, found this : Nanite Paste is quite expensive, and can take up a considerable amount of space if you intend to overload your modules frequently. Nanite Operation (A rank 2 skill in the Mechanic category) reduces the amount of paste needed by 5% per level. Nanite Interfacing (a rank 3 mechanic skill) increases the speed of the repairs by 20% per level.
It will always be cheaper to use the repair services in NPC stations than use nanite paste at max skill. The nanaite paste is mainly to be used while on 0.0 roams.
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Gartel Reiman
The Athiest Syndicate Advocated Destruction
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Posted - 2010.05.02 11:16:00 -
[7]
Originally by: Mashie Saldana
Originally by: Louis deGuerre Right, found this : Nanite Paste is quite expensive, and can take up a considerable amount of space if you intend to overload your modules frequently. Nanite Operation (A rank 2 skill in the Mechanic category) reduces the amount of paste needed by 5% per level. Nanite Interfacing (a rank 3 mechanic skill) increases the speed of the repairs by 20% per level.
It will always be cheaper to use the repair services in NPC stations than use nanite paste at max skill. The nanaite paste is mainly to be used while on 0.0 roams.
If you're criminally inclined, it can also be useful to repair your modules at a safespot in lowsec while running a GCC. Having to dock and then undock from a station while the sentries are shooting you can be a pain in a lot of ships (especially smaller ones), so the convenience of being able to repair modules in space is often well worth paying a few tens/hundreds of thousand ISK more.
Additionally, you can even think about repairing modules while doing things other than waiting. Since you can cancel an ongoing repair (with the result that you get a partial rep), it can be worth repairing damaged modules even when you're in warp to a target, cancelling the repair as you land. If you're really cheeky, and have e.g. overloaded a MWD to get a web and scram on a fast target, you could even start repairing your MWD during the fight, so long as you're confident that you've got them well pinned down.
A module needs to be inactive to be repaired, just so you know, so you can't really do something like repair guns in the middle of a fight. (I was going to suggest armor reps/shield boosters, but if you were primaried and the damage switched after they decided they couldn't break your tank, you could well try to get some cheeky repairing done.)
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.02 12:47:00 -
[8]
This is all good.
Still, wonder if anyone can answer my last question :
"Say I've got 7 blasters grouped. The ui shows 95 % damage to the group of guns. Does this mean all guns are 95% damaged ? Or might some be damaged 100% and others 90 % ? If the former, does this mean it is advantageous to group your guns when you think you will be overheating ?" Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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spitvau39
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Posted - 2010.05.02 14:04:00 -
[9]
I think a group of guns will still be damaged separately and variably (probably the ones in the middle of the rack will take more heat damage than the ones on the edge). I'm not sure what the heat damage indicator on the button for a group of weapons is showing, exactly, but I don't think it's showing that they're all damaged to precisely the same level.
I've read that if you have grouped guns and one of them reaches 100% heat damage, the whole group shuts down, which means that it can be a good idea to ungroup them, or to sort them into several smaller groups rather than one large one if you're planning on overheating up to the wire. But I can't confirm this from experience: I tend to be cautious with overheating and only burn things until they show about 50% damage.
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Serpents smile
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Posted - 2010.05.02 14:27:00 -
[10]
Originally by: spitvau39 I think a group of guns will still be damaged separately and variably (probably the ones in the middle of the rack will take more heat damage than the ones on the edge). I'm not sure what the heat damage indicator on the button for a group of weapons is showing, exactly, but I don't think it's showing that they're all damaged to precisely the same level.
I've read that if you have grouped guns and one of them reaches 100% heat damage, the whole group shuts down, which means that it can be a good idea to ungroup them, or to sort them into several smaller groups rather than one large one if you're planning on overheating up to the wire. But I can't confirm this from experience: I tend to be cautious with overheating and only burn things until they show about 50% damage.
That is (probably) correct like crystals in grouped lasers damage a bit out of sync so they don't all have the same damage. Frakking annoying if you use medium or small faction crystals or the like and all your lasers are grouped. If 1 crystal dies your entire group stops shooting until you add a new crystal.
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De'Veldrin
Minmatar Special Projects Executive The Obsidian Legion
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Posted - 2010.05.02 18:06:00 -
[11]
Originally by: spitvau39 I think a group of guns will still be damaged separately and variably (probably the ones in the middle of the rack will take more heat damage than the ones on the edge). I'm not sure what the heat damage indicator on the button for a group of weapons is showing, exactly, but I don't think it's showing that they're all damaged to precisely the same level.
I've read that if you have grouped guns and one of them reaches 100% heat damage, the whole group shuts down, which means that it can be a good idea to ungroup them, or to sort them into several smaller groups rather than one large one if you're planning on overheating up to the wire. But I can't confirm this from experience: I tend to be cautious with overheating and only burn things until they show about 50% damage.
I've noticed this as well ( I tend to overheat the guns on my Loki pretty frequently). Thus far my investigations show that it is showing the state of the most heavily damaged gun in the group, but I may be wrong. If someone has more information on that subject I wouldn't mind knowing for sure. --Vel
Originally by: Jiseinoku
Mining is the path to enlightement.
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Xenia Karaxis
Blue Republic
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Posted - 2010.05.02 21:40:00 -
[12]
Originally by: spitvau39 I think a group of guns will still be damaged separately and variably (probably the ones in the middle of the rack will take more heat damage than the ones on the edge). I'm not sure what the heat damage indicator on the button for a group of weapons is showing, exactly, but I don't think it's showing that they're all damaged to precisely the same level.
I've read that if you have grouped guns and one of them reaches 100% heat damage, the whole group shuts down, which means that it can be a good idea to ungroup them, or to sort them into several smaller groups rather than one large one if you're planning on overheating up to the wire. But I can't confirm this from experience: I tend to be cautious with overheating and only burn things until they show about 50% damage.
I can't say what the damage indicator is showing exactly or at what point the group burns out, but I have ungrouped a burned out gun rack to find some still online.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.03 09:53:00 -
[13]
Originally by: Xenia Karaxis I can't say what the damage indicator is showing exactly or at what point the group burns out, but I have ungrouped a burned out gun rack to find some still online.
Very strange. My group of blaster showed 15% damage. When I ungrouped them every one of the blasters was 15% damaged. This seems to be the opposite of what you get. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Gartel Reiman
The Athiest Syndicate Advocated Destruction
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Posted - 2010.05.03 10:08:00 -
[14]
Originally by: Louis deGuerre
Originally by: Xenia Karaxis I can't say what the damage indicator is showing exactly or at what point the group burns out, but I have ungrouped a burned out gun rack to find some still online.
Very strange. My group of blaster showed 15% damage. When I ungrouped them every one of the blasters was 15% damaged. This seems to be the opposite of what you get.
Don't forget that heat damage is probabilistic, to my knowledge. So the hotter the rack gets, the more chance there is for each overheated module to get damaged. If your blasters were only 15% damaged, it sounds like there wouldn't have been that many "dice rolls" so it's quite conceivable that all the blasters took the same amount of damage. If you take them right to the wire, it's more and more likely that some individual modules will take damage faster than others.
I'm not sure whether the damage displayed for a group is the average damage of the individual modules or the maximum of any specific module in that group. However, it's definitely true that when the group shuts down due to 100% damage, you can often ungroup and find several weapons still able to fire. (Given this, I suspect it's the latter as the former wouldn't make much sense: "87% damaged, shut down".)
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.03 10:44:00 -
[15]
There were 7 blasters in that group. It seems very unlikely to me that the dice fell that way that they all turned out the same. I shall test again tonight and burn em up to 90% and see what result I get. Expensive, but sacrifices must be made in the name of science. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Gartel Reiman
The Athiest Syndicate Advocated Destruction
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Posted - 2010.05.03 10:52:00 -
[16]
Originally by: Louis deGuerre I shall test again tonight and burn em up to 90% and see what result I get. Expensive, but sacrifices must be made in the name of science.
Two options that will keep the expense down:- Test on Sisi. Everything's free there, and you don't pay with your Tranq money anyway.
- Test with stuff that you were just going to reprocess anyway (e.g. T1 mission loot). You don't need to bother about repairing it then, and it'll reprocess to the same minerals regardless of the amount of heat damage.
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Louis deGuerre
Gallente Amicus Morte Shock an Awe
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Posted - 2010.05.04 19:08:00 -
[17]
Dur, silly of me not to think of sisi right away
Test results 7 heavy neutron blasters II - void M ammo : 1. grouped guns damage 92 % => ungroup all guns damaged 92 % 2. grouped guns damage 100 % => ungroup all guns damaged 100 % 3. grouped guns damage 63% => ungroup all guns damaged 63 %
Also discovered that guns do not heat up if overloaded but not actually firing. Been using overloading for a year and never noticed
So, for me, when grouped, the guns always heat up exactly the same. Sol: A microwarp drive? In a battleship? Are you insane? They arenĘt built for this! Clear Skies - The Movie
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Slapchop Gonnalovemynuts
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Posted - 2010.05.04 19:43:00 -
[18]
Originally by: Louis deGuerre So, for me, when grouped, the guns always heat up exactly the same.
I tested this a while back and came up with the same results as you. --------------------------------------------
Quote: EVE-Online... Too rough for ya? Don't like it? GTFO...
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foksieloy
Minmatar Universal Army Ushra'Khan
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Posted - 2010.05.05 07:02:00 -
[19]
I belive that was a "recent" change, to lower grouping issues. IIRC before guns would get damaged differently, and that tended to cause groups to fall apart functionally. _______________________ We come for our people! |
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