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n0thing
omen. D-L
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Posted - 2007.06.20 12:45:00 -
[1]
For how long you can actually hold an overloaded mod? If thats for long time, didnt Huggin and Arazu just got ability to web/scramble from whooping 70km? ---
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Fable Hike
Gallente
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Posted - 2007.06.20 12:46:00 -
[2]
Originally by: n0thing For how long you can actually hold an overloaded mod? If thats for long time, didnt Huggin and Arazu just got ability to web/scramble from whooping 70km?
few seconds
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n0thing
omen. D-L
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Posted - 2007.06.20 12:58:00 -
[3]
Originally by: Fable Hike
Originally by: n0thing For how long you can actually hold an overloaded mod? If thats for long time, didnt Huggin and Arazu just got ability to web/scramble from whooping 70km?
few seconds
Ah, kk then, was thinking its like few cycles or even pernament. ---
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Fable Hike
Gallente
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Posted - 2007.06.20 12:59:00 -
[4]
Originally by: n0thing
Originally by: Fable Hike
Originally by: n0thing For how long you can actually hold an overloaded mod? If thats for long time, didnt Huggin and Arazu just got ability to web/scramble from whooping 70km?
few seconds
Ah, kk then, was thinking its like few cycles or even pernament.
just trying running it and youll see all your med slot modules will start taking dm...
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Plight Sinake
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Posted - 2007.06.20 13:00:00 -
[5]
Wont the damage decrease with skills?
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Aem
The Dark Horses
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Posted - 2007.06.20 13:14:00 -
[6]
Originally by: Plight Sinake Wont the damage decrease with skills?
Higher thermodynamics skill reduces the rate in which they overload, sure. So IV in that skill gives you around 1-20seconds at max or most, even more probably before the rack starts offlining itself
I pay $15 a month to fly an imaginary ship, I also pay that money to voice my opinion, therefore, if you do not like what Im saying STFU or you start paying for my account |

Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.06.20 18:21:00 -
[7]
Dont forget there is also the chance that all the heat goes directly into the scrammer every time (heat goes to a random module on the same rack, it could pick a different module each time or the same one every time) which often results in the module overheating so quick it offlines before you can catch it. If that happens they effectivly dont have a scrammer anymore. ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.20 18:26:00 -
[8]
Originally by: n0thing For how long you can actually hold an overloaded mod? If thats for long time, didnt Huggin and Arazu just got ability to web/scramble from whooping 70km?
If you manage it right, you can run a scram/web 2-3 cycles before anything is in danger of offlining. By that time you could be within normal operating range quite easily.
BUYING ZAINOU 'DEADEYE' ZGL1000 IMPLANTS, PAYING TOP DOLLAR, CONVO/MAIL IN-GAME |

ReePeR McAllem
The Carebear Stare
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Posted - 2007.06.20 20:31:00 -
[9]
Originally by: Christopher Dalran Dont forget there is also the chance that all the heat goes directly into the scrammer every time (heat goes to a random module on the same rack, it could pick a different module each time or the same one every time) which often results in the module overheating so quick it offlines before you can catch it. If that happens they effectivly dont have a scrammer anymore.
  what?? thought the toggle overload rack overloades all modules thus giving them all heat bonus to damage. Does it really only overload one turret at a time when you select entire rack?
Otherwise its wiser to just overload one module and not risk the others. Which makes no sence. It has to give all turrets heat bonus simultaneously and if not, then it should only damage the module that fires.
I tried it on a pulse geddon and it appeared all modules took damage at the same time. Thus I thought that they all got heat bonus at same time. Or is it just random, but rapid heat going from turret to turret.
Im confused... slightly
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Lynal
Gallente Peregrin Avionics
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Posted - 2007.06.20 21:20:00 -
[10]
Originally by: ReePeR McAllem
Originally by: Christopher Dalran Dont forget there is also the chance that all the heat goes directly into the scrammer every time (heat goes to a random module on the same rack, it could pick a different module each time or the same one every time) which often results in the module overheating so quick it offlines before you can catch it. If that happens they effectivly dont have a scrammer anymore.
  what?? thought the toggle overload rack overloades all modules thus giving them all heat bonus to damage. Does it really only overload one turret at a time when you select entire rack?
Otherwise its wiser to just overload one module and not risk the others. Which makes no sence. It has to give all turrets heat bonus simultaneously and if not, then it should only damage the module that fires.
I tried it on a pulse geddon and it appeared all modules took damage at the same time. Thus I thought that they all got heat bonus at same time. Or is it just random, but rapid heat going from turret to turret.
Im confused... slightly
the way i understand it... no matter what you overclock, all the mods on the same rack become vulnerable to heat damage... and its random which mods actually take the damage, although the only mods that will take any heat damage will be on the same rack.
it would make sense if the mod that was actually being overheated was particularly vulnerable to being the mod to be damaged and the others in that rack less vulnerable, but im not sure if thats the way it is... also would make sense that if you overload the entire rack that every mod takes damage in that rack regardless.
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