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Laser Wolf
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Posted - 2007.07.19 23:11:00 -
[1]
Training up towards thermodynamics now...and was wondering something
Does overheating your modules immediately start incurring damage? IE, can you run them for a certain time while they heat up, then let them cool back down, without incurring any damage that needs repair? Or is it basically just a certain fixed length of "bonus time" you get before you need to return for repairs?
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CaptainSeafort
Gallente Through the Looking Glass
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Posted - 2007.07.20 00:43:00 -
[2]
instant damage =/
its a stupid idea having the gauge, when al i see it do is look pretty
"Planets and moons no longer hitch rides on player ships. Their towel privileges have been revoked." HHGG Lives on in EVE! |

Laser Wolf
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Posted - 2007.07.20 01:22:00 -
[3]
So how long can you run a module with Thermodynamics I before it goes offline, then? Should i stop the 18 day training for Energy Management V right now?
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hellsknights
Phoenix Navy Chaos Incarnate.
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Posted - 2007.07.20 01:28:00 -
[4]
It's worth doing, the extra cap the #5 skill gives is worth it.
I agree they should fix the overheating bit, maybe mods should only get damage if you go past a certain point on the heat scale.
As of now i only overheat when i know im losing and need that extra bit to come back on top.
The time it takes to completely damage the mod, well it all depends. I don't think there is a specific timeframe, it varies. Hells
Let me liberate you of your T2 mods. T2 mods are dropping in price, because of invention?? No its because of pirates. |

Lance Fighter
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Posted - 2007.07.20 01:32:00 -
[5]
From what I can tell, the heat gauge is mostly useless. It seems to me that every time I overload my mod, one of my mods on that rack takes damage. The damage taken is dependent on the heat damage of the mod in question.
In general, It will take a a minute or two for the whole rack to go offline, when overloading it all.
Being a Fleet Commander and a Arbitrator pilot are the same thing - The only difference being that the Fleet Commander commands other people, and the people actually listen to him. |

Beness
Absolutely No Return The Red Skull
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Posted - 2007.07.20 03:00:00 -
[6]
One key point to heat is that a module will stay "heated" until it's regular cycle is finished. IE, if you turn off heat two seconds into a 30 second cycle, you'll still receive the remaining 28 seconds of heat damage to modules, potentially disabling them.
Get a feel for this before you actually go into battle, 'cause losing all resists on an armor tank really sucks.
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