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Ach'tarus
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Posted - 2008.01.16 10:47:00 -
[1]
where i can find complete information how this stuff work with explemple
like how many time i can heat a mods, how damage a spearg, how nanite work ...
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Spaced Skunk
9omH
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Posted - 2008.01.16 11:17:00 -
[2]
There isnt, from what I can tell (quite early though) from testing:
- Each module has 40 hp. - Nanite paste simple works by turning off the damaged module, right click and select repair module. It will repair it all in 1 go taking the nanite paste needed. Takes a while though, not really feasable to repair while in a fight.
Hypothetical theories from hands on testing
- The damage taken by heat tends to be random like ECM to whether it takes damage or not from activation. - The damage taken seems to be the heat percentage ammount of the heat damage. i.e if the heat damage is 2 hp, and the heat is at 50% on that rack, it would take 1hp damage. I come to this conclusion because I worked out it would take a web 2 mins 40 secs with my level 4 thermodynamics, it however took like 5-6 mins. - Offlined modules to act as heatsinks have to be on the same rack I have found. At last the empty unfitable high slot I normally have on some ships are usable.
Other than that I cant really tell you, looking for an overloading guide myself.
To Spawny, a great guy, a great laugh. Rest in peace buddy.
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Ach'tarus
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Posted - 2008.01.16 11:29:00 -
[3]
so when you "heat" a rack (med/low/high), it's an all teh mods, or you can choose waht to heat, for example : 6 gun, i can heat only 2.
offline tech I module do what ?
i can't find any discussion/documentation on this feature, it's really strange.
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Ancy Denaries
Caldari Under Heavy Fire
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Posted - 2008.01.16 12:29:00 -
[4]
Offline mods work as "heat sinks". They "absorb" heat, so to speak. Bleeding the excess heat off the overloaded modules to themselves.
Originally by: GM Tacgnol Oveur descended from the heavens (also known as the second floor) and beat us all with his nerfbat.
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Grif Oberwald
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Posted - 2008.01.16 12:34:00 -
[5]
Edited by: Grif Oberwald on 16/01/2008 12:36:15 Does anyone know what the formula for Nanite paste usage is - it appears with Operations 3 and Interfacing 3, 40hp would take about 60 units, which seems a lot given the +2 hp per unit per the interfacing description.
Edit
Also does heat move in racks based on position in ship fitting window or position in UI? I.e. if I position MWD on top row, will it overheat the guns rather than the web / scram in mids?
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Gartel Reiman
Project F3
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Posted - 2008.01.16 13:43:00 -
[6]
It's definitely the position in the fitting window. Otherwise, you could just move all your modules about so that only the one you were overheating was on its own row, and completely avoid the collateral damage thing. Worse, when one of the rows was running hot, you could jump the module up to another row and thus overheat it three times as long.
Heh. Anyway, it's exactly how you lay them out on the fitting screen (and this includes the order within the row regarding which nearby modules get splash damage, and how heatsinks affect it.)
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Vadimik
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Posted - 2008.01.16 16:15:00 -
[7]
Plus, I have reasons to believe it's all based on the size of the ship, my BS's tend to be able to overload quite longer than cruisers.
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Malena
Shiva
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Posted - 2008.01.16 17:15:00 -
[8]
Originally by: Vadimik Plus, I have reasons to believe it's all based on the size of the ship, my BS's tend to be able to overload quite longer than cruisers.
Your BS sized modules tend to be bigger, and thus can absorb more heat.
In my testing (I have thermodynamics 4) I used tech 2 heavy missile launchers and an offline tractor beam on a drake. The launchers farthest from the tractor beam went offline from heat the quickest. I stopped shooting when the first launcher went offline, and ended up with the 1st, 3rd and 4th offline. The 2nd had one heat marker left, the 5th had 2 and the 6th and 7th had three each left. The tractor beam only had 1 marker left. I was able to shoot 14 missiles from each of the launchers that went offline before they conked out. The others could have kept shooting, although I didn't test how long they could have kept being overloaded.
I also used this time to test nanite repair. The tractor beam took 64 units to repair completely, while the launcher used just 11. Both took about 5 minutes, so the earlier post is correct, it really isn't an option during battle. The most surprising thing was that nanite repair paste cannot do anything for a module that has been completely overloaded, I had to get to the station in order to get those offlined launchers shooting again.
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Cpt Branko
The Bloody Red
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Posted - 2008.01.16 17:32:00 -
[9]
What's the price of fixing, say, medium T2 guns with nanite paste with good nanite skills, and what is the price of fixing it in station, does anyone know?
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Mamarto
Minmatar Dead Pirates' Society Valhalla Alliance
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Posted - 2008.01.16 17:43:00 -
[10]
Edited by: Mamarto on 16/01/2008 17:43:45 What kinda cost are you looking at to repair a damaged module if it's completely burned out?
Note to self, when leaving computer for longer periods of time, update forum before replying, someone else might have asked the same questions.
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ZENZATION
MeMento.
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Posted - 2008.01.16 18:18:00 -
[11]
Edited by: ZENZATION on 16/01/2008 18:18:13 In my own experiments i found that low slots seem to have an influence on the amount of damage done to overheated mid slot modules. You can test this by fitting an MWD, no other modules on the ship. Overheat and try to estimate how long it takes for the module to go offline.
Now repeat this, but fill your low slots with nano's and overdrives. When i did this, the MWD burned out a LOT faster than without low slots filled. (obviouslt i repeated both these setups several times, to rule out bad luck)
Doesnt really make sense to me, and so far i havent been able to get it confirmed by someone else.
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