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Cellulose
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Posted - 2007.05.25 04:17:00 -
[1]
I tried to overheat armor hardener for approx 20 - 25 sec, and it just popped after that. so, basicly when players decide to overheat their mods 1. let buy me a few second to bring down one with me or 2. let buy me a few second before my friends warp in 3. the overheat give 10% bonus, but i am not sure if it is stacked or not. If it is, i dont see much of a benefit. 4.heat meter should be reset to zero just like shield meter after redocking, but it is not 5. the new ship ui is very good for the eyes so overheat is ONLY PVP LOVE?
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fullmetalpwn
The Imperial Assassins
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Posted - 2007.05.25 04:20:00 -
[2]
Que? ~-------------------------------------~
Originally by: "Alumion" Welcome to EVE, where many wars are started over forum posts.
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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.05.25 04:22:00 -
[3]
If it pops just like that there's going to be serious problems with lag and heat...
--23 Member--
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twit brent
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.05.25 04:27:00 -
[4]
Was playing arround with a dread on test. It took 3 cycles for my capital rep to pop and when it did it took out 5 hardeners with it......
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Rhaegor Stormborn
Sturmgrenadier Inc R i s e
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Posted - 2007.05.25 04:29:00 -
[5]
I would not recommend overloading your modules during any sort of gang or fleet engagement. If you are the only person on a node, maybe then you will be able to use heat as it exsists on the test server without popping your modules.
With the current state of Eve and the insufferable lag that ruins the game as it is, overloading will almost never ever be used in PvP if you lose your modules when you overload them.
Let alone, anytime anyone KNOWS they are going to die, they will overload all their modules so they are destroyed and rob their assailants of any possible loot they would of gotten.
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Seoise
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Posted - 2007.05.25 04:32:00 -
[6]
Edited by: Seoise on 25/05/2007 04:33:23
Originally by: Rhaegor Stormborn I would not recommend overloading your modules during any sort of gang or fleet engagement. If you are the only person on a node, maybe then you will be able to use heat as it exsists on the test server without popping your modules.
With the current state of Eve and the insufferable lag that ruins the game as it is, overloading will almost never ever be used in PvP if you lose your modules when you overload them.
Let alone, anytime anyone KNOWS they are going to die, they will overload all their modules so they are destroyed and rob their assailants of any possible loot they would of gotten.
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El'essar Viocragh
Minmatar FSK23
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Posted - 2007.05.25 04:37:00 -
[7]
Edited by: El''essar Viocragh on 25/05/2007 04:36:10 There are no modules yet that reduce heat effects (sth mentioned by devs).
But most importantly, right now heat is a new feature that doesn't require new skills. And we all know, that won't happen.
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Diragi
No Quarter. Vae Victis.
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Posted - 2007.05.25 04:43:00 -
[8]
I imagine people will realistically only overheat t3 mods.
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CrestoftheStars
Perkone
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Posted - 2007.05.25 04:43:00 -
[9]
Originally by: Cellulose I tried to overheat armor hardener for approx 20 - 25 sec, and it just popped after that. so, basicly when players decide to overheat their mods 1. let buy me a few second to bring down one with me or 2. let buy me a few second before my friends warp in 3. the overheat give 10% bonus, but i am not sure if it is stacked or not. If it is, i dont see much of a benefit. 4.heat meter should be reset to zero just like shield meter after redocking, but it is not 5. the new ship ui is very good for the eyes so overheat is ONLY PVP LOVE?
could you maybe exsplain more precise how much it gives ?! any one knows it by now?=! ___________________________________________ Humans take everything that is beautiful and sweet and turn it into something horrifying and ugly.
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Elliott Manchild
omen. Triumvirate.
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Posted - 2007.05.25 04:44:00 -
[10]
I lost a core x-type rep on test on my vind thanks to overload/lag :P If it hits tq like it is now it will cause nothing but problems.
EVE in its current state is to laggy to have something that requires you to be able to turn it on/off at a moments notice.
Your sig is too big, maximum size is 24000 bytes. Email us at [email protected] if you have any questions. - Devil Leave me be you evil mods =[ |
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Rhaegor Stormborn
Sturmgrenadier Inc R i s e
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Posted - 2007.05.25 04:46:00 -
[11]
Originally by: CrestoftheStars
could you maybe exsplain more precise how much it gives ?! any one knows it by now?=!
Log onto the test server if you want specifics, or look here: http://scrapheap-challenge.com/viewtopic.php?t=5495
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CrestoftheStars
Perkone
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Posted - 2007.05.25 04:46:00 -
[12]
Originally by: Elliott Manchild I lost a core x-type rep on test on my vind thanks to overload/lag :P If it hits tq like it is now it will cause nothing but problems.
EVE in its current state is to laggy to have something that requires you to be able to turn it on/off at a moments notice.
it permanently destroy/remove the module?!... pritty useless:P ___________________________________________ Humans take everything that is beautiful and sweet and turn it into something horrifying and ugly.
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fullmetalpwn
The Imperial Assassins
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Posted - 2007.05.25 04:46:00 -
[13]
Okay, I have no clue what's going on. I've never heard of this. Explanation please? ~-------------------------------------~
Originally by: "Alumion" Welcome to EVE, where many wars are started over forum posts.
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Thommy
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Posted - 2007.05.25 04:47:00 -
[14]
Edited by: Thommy on 25/05/2007 04:52:44 The destruction of modules is not a good thing at all, granted it prevents an situation where people would just always overload because the risk is not really great but it also means that after you won the fight there might not be anything worth left on the ship.
Granted i allready know how people "self destruct" their carrier and dread (even a mom pilot did it) to take away the killmail (for me not such a big point but for some people it is). This will only mean they will first "self destruct" all modules they can while also "self destructing" the ship which means even less reward for victory. I can allready hear the screams and see the torch sticks (and angry forum posts) ariving at the horizon once this makes it into the game.
I still think "incapacitateing" an module is the better way with a chance it may blow up (to keep the risk so it isn't used in every fight).
Edit to add detailed information: The overheating of the modules gives a 15% to rate of repair/fire for modules (currently remote repairers, nos and shield / armor repairers). You will have an heat indicator on the circular thing on the bottom middle of your screen with a readout for low, mid and highslot heat levels. Additionally each module has an damage status which will slowly get more damage the longer you overheat (or almost instantly vapourise some modules some faction mods seem to have this problem). Currently the UI seems to not have been finalised / decided yet although progress is being made in this.
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Kruel
Save our Souls
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Posted - 2007.05.25 04:52:00 -
[15]
IMO the mods should shut off for a while... not get destroyed! Enough of the loot gets destroyed already when the ship pops.
It's bad enough most PvPers have to run missions to support their habit. I've been surviving on loot alone for the past couple months and it's not easy.
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Cammulos
Magnetar Ltd Dark Synergy
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Posted - 2007.05.25 05:00:00 -
[16]
Wouldn't it make more sense to have a sort of "heat-level-critical" type of system where the more heat an overloaded system has the more disruptions it causes to everything else in its slot range (low,mid,high). So if an overloaded object reaches critical levels the on-board computer takes over to shutdown the entire grid for that stack. So if perhaps you overload your shield booster at a critical heat level, all or most of the modules in those slots go offline for a set period of time?
It just seems hard to believe that so far in the future with such advanced technology, modules are blowing up left and right due to heat problems. Perhaps the matari since they're a less advanced (t1 wise anyways) or the amarr for the laser turrets, apart from that the whole concept seems rather daft. The greater likelihood, as I would assume, would be modules taking core disruptions due to energy concerns.
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