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Ranvaldy
Amarr Hungarian Space Defenders Exaequo
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Posted - 2007.12.17 00:27:00 -
[1]
So im totally noob in the subject so i would like a very very detailed description of how this exactly works i mean i got a few questions feel free to add more infos if i missed something important :
- When u turn on overloading when will the mods getting dmg ?
- Is there a heat meter when which exceeds the "limit" ur mods get heat dmg as described in their info or just they get instantly u turn them on?
- When do mods get "damaged" or more "heat meter"(if this thing exists)?Meaning every sec OR every activation period(of the actual mod) OR every fixed 5 sec.... Also meaning when heat meter reaches 100% ONLY after that mods get any damage but never b4 and if u stop overloading b4 heat meter reaches 100% how fast will it cool down?
- Each mod has the same 40 hp ?
- How do repair pastes work ?
- How long does it take for a paste "pack" to repair ur module from 0% to 100% so u can start overloading in space again?
- Can u repair while u are overloading ur module ?
- Only offline modules or empty slots also works as heat sinks in the same category(low/med/high) ?
- Is there any activation/[insert any other similar word]... time for repair pastes b4 they do their "job" ?
- How much(repair paste) do i need to repair 1 hp for a module for example?
- Whats the average price difference between repair paste full mod repair and when u do in station?
Well thats some questions i know.Feel free to answer to some in details please(i like details ) if u have some spare time. Thank u for ur time.
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Supreme Biovizier
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Posted - 2007.12.17 00:41:00 -
[2]
Yes.
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arbalesttom
Caldari Glauxian Brothers
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Posted - 2007.12.17 00:43:00 -
[3]
Atleast its no wall'o'text'o'doom... Nice hamster! - Mindstar Thanks! We wont touch this sig! - Cortes I lied - Cortes LIAR! |
Bellum Eternus
Gallente Death of Virtue
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Posted - 2007.12.17 01:50:00 -
[4]
1. Mods start taking damage right away.
2. There is a heat meter, but it basically has little meaning. Your mods start taking damage right away, and the damage seems to be fairly constant. It might get worse the higher the meter goes, but the mods take damage so quickly anyway, it's really not a factor.
3. IMO it 'feels' like mods get damaged every activation cycle. Mods start taking damage right away, so again, there isn't any benefit for managing your heat. Basically you just turn your mods on, watch your damage on your mods (ignore the heat meter, it's useless/stupid) and just turn off the overloading before your mods are destroyed.
4. From the repair list, it looks like every mod has 40hp.
5. You can't repair any module that is active.
6. You can't overload any module on the ship while repairs are being done. And/or you can't start repairs while any module is currently overloaded.
7. You can repair while in warp.
8. If you have nanite paste in the hold, and a module is damaged, if you right click on the module it will have the option to 'repair' it. simply click repair, and the repair cycle will start.
9. The more HP that are damaged, the longer repairs take. Two sections of damage (two tick marks) took around 40-45 seconds to repair.
10. With no skills, repair paste is very expensive. It's 11.2k ISK per unit, and with zero skills it repairs 1 HP per unit. Nanite paste is worth more than morphite per unit. It's crazy.
11. You can increase the amount of HP repaired per unit of paste with skills (which are at the moment broken from what I hear).
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |
Ecky X
X Bane X
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Posted - 2007.12.17 01:59:00 -
[5]
I've heard offlining modules in highslots lowers the rate the other mods take damage. How exactly does this work, and how well? Do some mods help more than others?
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2007.12.17 02:13:00 -
[6]
Originally by: Ecky X I've heard offlining modules in highslots lowers the rate the other mods take damage. How exactly does this work, and how well? Do some mods help more than others?
The offlined modules absorb some of the heat damage that the other modules would normally take. There is really only one class of ship where this works well: the Marauders. Any other ship can't afford to sacrifice high slots for offlined modules.
Appearantly it doesn't matter what sort of module you fit for offlined modules, as they all have 40 HP each, regardless of their fitting, T1/T2/Named status, meta level or anything else. So fit the cheapest thing you can find. No reason to fit otherwise.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |
Ecky X
X Bane X
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Posted - 2007.12.17 02:24:00 -
[7]
I was thinking maybe the Raven could benefit, or the Tempest, if you're going for pure gank.
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Kldraina
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Posted - 2007.12.17 02:47:00 -
[8]
As far as I can tell, the odds of a module taking damage is affected by the heat meter. However, the heat meter goes up so fast, that modules generally overheat and die fast.
You can add Sansha to the small list of ships where offlined high slots might be useful. |
Bellum Eternus
Gallente Death of Virtue
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Posted - 2007.12.17 06:59:00 -
[9]
Originally by: Ecky X I was thinking maybe the Raven could benefit, or the Tempest, if you're going for pure gank.
Raven, Temp, Scorp (lol?) are about it for ships other than Marauders. Even with these, the ratio of heatsinks to working modules is worse, so I don't know if all the guns would get damaged evenly, or if you'd have some die quickly, while others last longer due to the adjacent offlined modules.
What would be really cool is if 100% of the damage went into the offlined modules first, followed by the rest of the mods.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |
Ranvaldy
Amarr Hungarian Space Defenders Exaequo
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Posted - 2007.12.17 10:31:00 -
[10]
Thank u for ur answers so one last quetion:So u have to put an offline module into ur ship empty slot wont work as heat sink right ?As i heard its preferable "heat sink mod" should be next to the real mods like for a nightmare like this: Gun-Offline mod-Gun-Offline mod-Gun-Gun and not Gun-Gun-Gun-Gun-Offline mod x 2
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Mashie Saldana
Minmatar Hooligans Of War Insurgency
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Posted - 2007.12.17 13:17:00 -
[11]
Edited by: Mashie Saldana on 17/12/2007 13:20:20 T2 modules takes about 10x more nanite paste than T1 to repair for the same amount of damage.
Originally by: Ranvaldy Gun-Offline mod-Gun-Offline mod-Gun-Gun
Yes that is how it works according to the FanFest presentation.
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Endless Subversion
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Posted - 2007.12.17 14:43:00 -
[12]
Unfortunately, when you look at the numbers it's always better to fit an unbonused weapon than to overclock your weapons.
So assuming it isn't a fitting issue (which it often is with a raven or a tempest) you're still better off throwing in some guns or launchers and not overloading anything than you are overloading with offlined heat sinks.
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Arctur Ceti
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Posted - 2007.12.17 14:55:00 -
[13]
Originally by: Bellum Eternus and just turn off the overloading before your mods are destroyed.
What happens if theyÆre ædestroyedÆ by heat? Are they lost? Or just turn off and donÆt work? If theyÆre not lost, can they still be repaired by paste or docking?
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Arctur Ceti
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Posted - 2007.12.17 18:33:00 -
[14]
Originally by: Arctur Ceti
Originally by: Bellum Eternus and just turn off the overloading before your mods are destroyed.
What happens if theyÆre ædestroyedÆ by heat? Are they lost? Or just turn off and donÆt work? If theyÆre not lost, can they still be repaired by paste or docking?
Anyone? I'd like to know before spending time on heat. I appreciate any information on this. Thank you.
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VaderDSL
Caldari Personal Vendetta
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Posted - 2007.12.17 19:32:00 -
[15]
Edited by: VaderDSL on 17/12/2007 19:32:32 Edited by: VaderDSL on 17/12/2007 19:32:16 As far as I know the offlined modules have to be in teh same rack as the overloaded module to act as a "heatsink"? so a MWD you'd have to offline a mid lost to lessen the overheating effect possibly, not entirely sure on this.
Also once a module has been offlined due to overheating you can not repair it in space, you have to dock up and repair it at a repair station before you can online it again. Once a module overheats it is not destroyed simply made inactive also
The repair paste is only useful for repairing inactive, damaged but still online modules.
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Arctur Ceti
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Posted - 2007.12.17 19:40:00 -
[16]
Originally by: VaderDSL Edited by: VaderDSL on 17/12/2007 19:32:32 Edited by: VaderDSL on 17/12/2007 19:32:16 As far as I know the offlined modules have to be in teh same rack as the overloaded module to act as a "heatsink"? so a MWD you'd have to offline a mid lost to lessen the overheating effect possibly, not entirely sure on this.
Also once a module has been offlined due to overheating you can not repair it in space, you have to dock up and repair it at a repair station before you can online it again. Once a module overheats it is not destroyed simply made inactive also
The repair paste is only useful for repairing inactive, damaged but still online modules.
What I needed to know. Thank you .
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2007.12.17 19:46:00 -
[17]
Originally by: Arctur Ceti
Originally by: VaderDSL Edited by: VaderDSL on 17/12/2007 19:32:32 Edited by: VaderDSL on 17/12/2007 19:32:16 As far as I know the offlined modules have to be in teh same rack as the overloaded module to act as a "heatsink"? so a MWD you'd have to offline a mid lost to lessen the overheating effect possibly, not entirely sure on this.
Also once a module has been offlined due to overheating you can not repair it in space, you have to dock up and repair it at a repair station before you can online it again. Once a module overheats it is not destroyed simply made inactive also
The repair paste is only useful for repairing inactive, damaged but still online modules.
What I needed to know. Thank you .
This, with a few details- you can repair offline modules, just not modules with 0 HP left (destroyed). As long as a module still has more than 0 HP it can be repaired by nanite paste.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |
Arctur Ceti
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Posted - 2007.12.17 20:32:00 -
[18]
Originally by: Bellum Eternus
Originally by: Arctur Ceti
Originally by: VaderDSL Edited by: VaderDSL on 17/12/2007 19:32:32 Edited by: VaderDSL on 17/12/2007 19:32:16 As far as I know the offlined modules have to be in teh same rack as the overloaded module to act as a "heatsink"? so a MWD you'd have to offline a mid lost to lessen the overheating effect possibly, not entirely sure on this.
Also once a module has been offlined due to overheating you can not repair it in space, you have to dock up and repair it at a repair station before you can online it again. Once a module overheats it is not destroyed simply made inactive also
The repair paste is only useful for repairing inactive, damaged but still online modules.
What I needed to know. Thank you .
This, with a few details- you can repair offline modules, just not modules with 0 HP left (destroyed). As long as a module still has more than 0 HP it can be repaired by nanite paste.
Oh I see. Thank you for answering my questions . I think will give overloading a try.
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Ranvaldy
Amarr Hungarian Space Defenders Exaequo
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Posted - 2007.12.17 22:04:00 -
[19]
Quote:
Oh I see. Thank you for answering my questions . I think will give overloading a try.
Im also learning stuffs for it right now.Just 16 more days (a lot) :S
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