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Thread Statistics | Show CCP posts - 2 post(s) |

Jeff simply
Simply Enterprises
0
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Posted - 2011.12.30 19:15:00 -
[1] - Quote
Ok so I'm intruiged by how the overload mechanics work.
Based on trial and error I'm coming to the theory that when you overload a module, it creates a certain amount of heat to that rack (H/M/L) and the higher the heat of the rack, the higher the chance that a module(s) will receive damage, is this accurate to any degree?
Can someone explain how it works? |

J Kunjeh
165
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Posted - 2011.12.30 19:20:00 -
[2] - Quote
Take some time and read through Jester's guide to Overheating...
http://jestertrek.blogspot.com/2011/12/guide-overheating.html "The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5)-á |

Jeff simply
Simply Enterprises
0
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Posted - 2011.12.30 20:01:00 -
[3] - Quote
Thanks, very helpful! |
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CCP Phantom
C C P C C P Alliance
873

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Posted - 2011.12.30 20:04:00 -
[4] - Quote
This is an excellent guide! I can only recommend reading it.
The EVElopedia holds also an article about Overheating. CCP Phantom - German Community Coordinator |
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CCP Phantom
C C P C C P Alliance
874

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Posted - 2011.12.30 22:01:00 -
[5] - Quote
This is an excellent guide! I can only recommend reading it.
The EVElopedia holds also an article about Overheating. CCP Phantom - German Community Coordinator |
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Verity Sovereign
Pator Tech School Minmatar Republic
96
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Posted - 2011.12.31 02:58:00 -
[6] - Quote
I wish there were some heat threshold, that if the rack was kept under, would not damage the modules.
Thus you could sporadically overheat for extremely short durations (perhaps 1 cycle?) without damaging modules (as long as the time between overheats was long enough to let them cool down) - perhaps add a heat meter for each rack, once you max out the meter, the rack starts to take damage. |

Muad 'dib
The Imperial Fedaykin
34
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Posted - 2011.12.31 03:33:00 -
[7] - Quote
ive found with the teir 3 BCs btaht you can overheat the guns for MUCH LONGER than any other 8 gun BS.
You nearly always get one bar of damage, but if you dont repair you can overheat alot wihtout doing alot more, heck i dont think iver got more than 60% damage EVER.
Some frigs will damage your mwd 50% in just a cycle or two, other ships not as close. The absorbsion rate if definitly a factor with ship size etc. |

Drew Solaert
University of Caille Gallente Federation
25
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Posted - 2011.12.31 23:18:00 -
[8] - Quote
I wish I had seen this a lot, lot sooner. |

J Kunjeh
205
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Posted - 2012.01.01 14:32:00 -
[9] - Quote
Drew Solaert wrote:I wish I had seen this a lot, lot sooner.
Don't feel too bad, it's only been up since Dec. 6 so you couldn't have read it THAT much sooner.  "The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5)-á |

Cipher Jones
280
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Posted - 2012.01.01 15:46:00 -
[10] - Quote
Overheating is fundamental. It is the difference between the kiddie pool and the diving well.
See what happens when fat neckbeards try to ride little ponies? The ponies die. |

Jeremy Ironforge
White syndicate BattleStar Alliance
22
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Posted - 2012.02.24 08:05:00 -
[11] - Quote
Why not give T2 modules higher hp? Or maybe T3 modules. That would make T3 cruisers all about Overheating and will allow to achieve high perfomance with market fitting. |

Steven Fonulique
The Phantom Regiment The House Of Cards.
9
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Posted - 2012.02.24 09:34:00 -
[12] - Quote
Jeremy Ironforge wrote:Why not give T2 modules higher hp? Or maybe T3 modules. That would make T3 cruisers all about Overheating and will allow to achieve high perfomance with market fitting.
T3's already have a ship bonus related to overheating and a subsystem to stack on top of that if you wish. There really is no need to add modules that give you even more overheated operational time. The whole point of the overheating system is that you're not supposed to be able to run it for excessive periods of time.
*edit grammar corrected |

Jeremy Ironforge
White syndicate BattleStar Alliance
22
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Posted - 2012.02.24 10:03:00 -
[13] - Quote
Yep that would be a kind of synergy. Say T3 have same stats as T2 but can be overheated longer thus making it more viable on T3 hulls. |

Wacktopia
Noir. Noir. Mercenary Group
194
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Posted - 2012.02.24 11:00:00 -
[14] - Quote
Jeff simply wrote:Ok so I'm intruiged by how the overload mechanics work.
Based on trial and error I'm coming to the theory that when you overload a module, it creates a certain amount of heat to that rack (H/M/L) and the higher the heat of the rack, the higher the chance that a module(s) will receive damage, is this accurate to any degree?
Can someone explain how it works?
As a general rule I live by... "if you think you're gonna blow a module you probably already have". Meaning you want to turn off overload in advance of the point of no return.
Also - lesser known fact about T3 ships; they can survive heat for much longer than other ships. Vote Alekseyev Karrde for CSM7. -áhttps://forums.eveonline.com/default.aspx?g=posts&t=67574 Get War Decs, Sov, Low Sec that works.-á |

Muad 'dib
The Imperial Fedaykin
149
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Posted - 2012.02.24 12:27:00 -
[15] - Quote
Heating is good the way it is.
People who want a safty lock before modules are damaged or a ballanced heating mode are crazy, your equipment ALREADY runs at a perfectly cooled rate, overheat WILL damage your modules and could also take it out completly giving a nice boost to the standard abilitys in exchange - thats the entire point!
If you are not comfortable overheating because of low skill just dont :P
Most use heat as a last ditch effort to kill/tank/run anyway. |

Steven Fonulique
The Phantom Regiment The House Of Cards.
9
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Posted - 2012.02.24 13:40:00 -
[16] - Quote
Jeremy Ironforge wrote:Yep that would be a kind of synergy. Say T3 have same stats as T2 but can be overheated longer thus making it more viable on T3 hulls.
What I'm trying to get across to you is that T3 hulls already have the bonus of being able to run modules in overheated mode for longer than other ships there is no need to add modules that further increases the lenght of time you can overhead for with T3 hulls.
It's kinda like asking for really fast ships to be made even faster because they are good at being fast. |

Mona X
Missions Mining and Mayhem Northern Coalition.
56
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Posted - 2012.02.24 14:10:00 -
[17] - Quote
Jeremy Ironforge wrote:Yep that would be a kind of synergy. Say T3 have same stats as T2 but can be overheated longer thus making it more viable on T3 hulls.
That would make T2 obsolete. Actually, that would make moongoo obsolete too... I need new signature. |

Muad 'dib
The Imperial Fedaykin
157
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Posted - 2012.02.24 14:40:00 -
[18] - Quote
Mona X wrote:Jeremy Ironforge wrote:Yep that would be a kind of synergy. Say T3 have same stats as T2 but can be overheated longer thus making it more viable on T3 hulls. That would make T2 obsolete.
like nobody uses T1 or named modules at all..... 
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Oad en Cedoulain
Imperial World Development
0
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Posted - 2012.02.24 16:49:00 -
[19] - Quote
Muad 'dib wrote:Mona X wrote:Jeremy Ironforge wrote:Yep that would be a kind of synergy. Say T3 have same stats as T2 but can be overheated longer thus making it more viable on T3 hulls. That would make T2 obsolete. like nobody uses T1 or named modules at all..... 
meta4 on the other hand sometimes has the same effects while cost less to fit, so basicly not something you can compare to. |

Liang Nuren
Heretic Army Heretic Nation
862
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Posted - 2012.02.24 16:52:00 -
[20] - Quote
Muad 'dib wrote:Most use heat as a last ditch effort to kill/tank/run anyway.
I say overheat early, overheat often!
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://vimeo.com/user9887127 Twitter: http://twitter.com/LiangNuren
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Dibblerette
The Phantom Regiment The House Of Cards.
42
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Posted - 2012.02.24 17:02:00 -
[21] - Quote
Liang Nuren wrote:Muad 'dib wrote:Most use heat as a last ditch effort to kill/tank/run anyway. I say overheat early, overheat often! -Liang
This! Just remember to keep track of your parts. If I had one ISK for every time burning out a module cost me a kill, I'd have one ISK because that ****ing sucked and I made sure it never happened again  |

Sjugar
Science and Trade Institute Caldari State
20
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Posted - 2012.02.24 17:58:00 -
[22] - Quote
Dibblerette wrote:Liang Nuren wrote:Muad 'dib wrote:Most use heat as a last ditch effort to kill/tank/run anyway. I say overheat early, overheat often! -Liang This! Just remember to keep track of your parts. If I had one ISK for every time burning out a module cost me a kill, I'd have one ISK because that ****ing sucked and I made sure it never happened again  The kills you make (or the survives) because of overheating far outweigh the ones that got away.
Overheating start with like one module, like your disruptor to give it some extra range or your mwd, to get that quick boost in speed. Build it up till you're comfortable with it and in the end you won't get home without damaged mods and you won't leave station without paste in your cargo. |

WolfeReign
T.O.R. Absolute Damage Inc.
0
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Posted - 2012.02.25 09:53:00 -
[23] - Quote
If only paste wasn't so damn expensive.....the bane of WH space i guess 
p.s. only saying its expensive because it adds up very very fast in wh space if you overheat alot |

Hrett
Quantum Cats Syndicate Villore Accords
46
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Posted - 2012.02.25 13:36:00 -
[24] - Quote
It would be cool if there was a 'radiator' rig or some such that increased heat absorption. Seems like I burn out my MWD in one cycle or so on frigs. |

Muad 'dib
The Imperial Fedaykin
164
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Posted - 2012.02.25 14:58:00 -
[25] - Quote
Hrett wrote:It would be cool if there was a 'radiator' rig or some such that increased heat absorption. Seems like I burn out my MWD in one cycle or so on frigs.
Ive surgested this a few times for new rigs or even modules specificly designed to absorb a racks heat faster than any modules etc
frigs have the worst issues with mwd heat which actually makes the least sense. |

Ahrieman
Heretic Army Heretic Nation
59
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Posted - 2012.02.25 16:45:00 -
[26] - Quote
Confirming that I OH my stuff all the time. For those of you just learning about overheating, EFT will now show time to module burn time out based on how you load the mods in the rack. This will help you to fit your ship in the best way to absorb that heat. Also, Don't overheat the whole rack unless you have to or for some sort of last ditch effort.
Had a rifter 1v1 the other day and had to turn off heat so I wouldn't burn out my guns. Had to turn it back on when I was in hull. I won with 99% heat damage on my guns! Sig tanking is the new black |

Tanya Powers
Science and Trade Institute Caldari State
827
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Posted - 2012.02.25 17:10:00 -
[27] - Quote
Jeremy Ironforge wrote:Why not give T2 modules higher hp? Or maybe T3 modules. That would make T3 cruisers all about Overheating and will allow to achieve high perfomance with market fitting.
The performance difference between Faction/DED/officer mods that DON'T need you to train specialisations already offer overall better performances than T2, the argument being the price tag difference witch looks like pay to win and this is not even close to be fair enough.
When you spend months and months of training exclusively something like gunnery just for example, 2 races is about 6 -/+ months full training for over 12.5 million SP, you expect that this effort IS rewarded by a significant win in DMG and general performance but it's not the case if you factorise the drawbacks of using those
T2 mods should be able to support a lot more dmg from heating than it does and specially if you have already trained thermodynamics at least at 4. While you can burn your T2 launchers in 4 or 5 cycles, then not even 50%dmg with faction ones, I think I missed something or something is deeply wrong in the game logic behind heating mechanics has also the interest of training T2 mods, other than the obvious pay to win faction stuff. |
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