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Kormara
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Posted - 2008.04.13 07:17:00 -
[1]
I need a little help figuring out how to use HEAT. This seems to be the proper forum but if it isn't I'm sure some helpful mod will move it.
I have thermodynamics 3 - half way to 4. I have the two nanite skills at 2.
I have a crow. My mid rack is (in this order): 1mn mwd II, 1 cap recharger II, 1 fleeting warp scram.
I overload the MWD (using the tiny, mouse-dropping-sized-CCP-wonderful-idea green sliver on top of the mwd button), it takes 4 or 5 seconds before it actually does anything, and I then immediately toggle it off. I take 40% module dmg.
I wait for the heat monitor/status/thingie to drop back to zero and overload the the mwd again. I toggle off the MWD itself and when the cycle ends, I take 40% module dmg.
Dock, repair, undock.
I overload and count to 10 - my mwd explodes and my scram now has 80% dmg.
Heat is useless like this but people are using it so something is wrong here. Anybody have any ideas what is causing this problem?
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Erotic Irony
0bsession
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Posted - 2008.04.13 07:28:00 -
[2]
It's to micromanage situations where the cost of damaging or crippling your mods outweighs losing the ship, ie, mwding off a gate with two overloaded cycles or overheating reps in order to tank enough damage to be able to jump out. ___ Eve Players are not very smart. Support Killmail Overhaul
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Gneeznow
Minmatar R.U.S.T. Phalanx Alliance
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Posted - 2008.04.13 08:02:00 -
[3]
I got 3 volleyed in a fleet fight yesterday and ze heat didnt save me 
ze goggles zey do nozzing
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Shiodome
Caldari Black Sea Industries Insurgency
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Posted - 2008.04.13 08:23:00 -
[4]
nanite repair paste, lalalalalalaaaaaa |

Dristra
Amarr Shadows of the Dead Vae Victis.
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Posted - 2008.04.13 11:54:00 -
[5]
Heat just don't work, to be functional it would have to start dealing damage only when heat reaches critical levels, like ccp stated it would work in the start...
Heat need to give you boons at least a minute with good skills, and certain modules should take damage faster than others, like the mwd to prevent omg nano mode (actually mwd function just fien atm, it is the rest of the modules, like the resist moduels that need a massive buff to their duration)
Support the introduction of well thought out Amarr solutions!
I believe rats should avoid you if you have high standing with them. |

Van Steiza
Battlestars GoonSwarm
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Posted - 2008.04.13 12:12:00 -
[6]
Look Train the thermodynamics skill to 4.
Other then that Micromanage ur modules WILL last a LONG time with heat just dont Overload ur guns and be like WooOOOOoO then realise OH damn they all asploded beacause you wasnt watching ur damage status.
It takes time for the mods to asplode sometimes its weird though I can run my mwd for ages overheated not taking any damage sometimes itl be instant but because I got the skill to 4 its not as biga hits of damage as your describing.
Also carry nanite repair paste ofc. ----------------------------------------------- Stop removing my Sig its fine!!!! Nerf Moderaters. |

General Coochie
The Bastards
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Posted - 2008.04.13 12:17:00 -
[7]
I believe heat works excellent. I haven't tried it on frig sized modules. But for cruiser sized it works awesome. You can overload a mod almost a minute I reckon. If you are in a cruiser and a stabber is orbiting you and you can't reach with web. With heat you need to get only to 13km, and one cycle is enough to catch him. Theres a lot of heat dmg left there.
I can overload my 2 reppers on my myrm for several cycles.
I can overload my faction disruptor on my arazu when busting mission runners long enough to get in range to to overload. Giving me an effective range of 72km scram.
Heat works just fine for cruiser sized mods anyway.
You can run it long enough to matter, but not long enough to do it all the time. And running more then 1 mod gives more heat then running 2.
Also I heard nasty things about passive shield tanks overloading their resistance mods. Since their cycle time is so long you can do this for a long time, on a ship like the onyx this means you got a totally uber passive tank.
The Vigil and The Caracal (duo PvP movie) |

Dheorl
The Scope
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Posted - 2008.04.13 12:30:00 -
[8]
I can overload a MWD on my ceptor for a good 3 cycles without it going boom (I have ****ty thermodynamic skills). Not sure why your having such trouble with it.
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El Yatta
Mercenary Forces
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Posted - 2008.04.13 13:51:00 -
[9]
Heat is amazing, its pretty rare I go into a fight and dont overload /something/, unless we're ganking something that just isnt going to threaten me or my wingmen. The number of times it has saved my ship or someone elses, caught a target who was about to escape or warped in at 150k thinking he was safe from tackle.... the list goes on. Heat is one of those rare game features that is a cool idea, is implimented simply, with no weird bugs, complications or huge drawbacks, yet is not overpowered, and fits the original description perfectly. You dont use it all the time, bt when you need that extra oomph, there it is. Its perfectly balanced. I love heat. _______________________________________________ Mercenary Forces |

P'uck
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Posted - 2008.04.13 14:53:00 -
[10]
Originally by: General Coochie Also I heard nasty things about passive shield tanks overloading their resistance mods. Since their cycle time is so long you can do this for a long time, on a ship like the onyx this means you got a totally uber passive tank.
thats exactly what i was thinking / trying to find out,
but since the documentation of eve sucks SO MUCH (yay for the new welcome pages ) i have to dig through forums to be able to find out about... hearsay...
screw this, CCP WTFM.
(write the ******* manual)
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