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Hanneshannes
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Posted - 2008.08.07 00:39:00 -
[1]
Is there a guide to overheating somewhere?
I thought you just clicked an overheat button and your mods will perform better but will take damage at the same time. Then I heard that you canreduce the damage by putting offlined or passive mods inbetween the ones you will be overheating a lot.
Now I'm rather confused. Is there really a difference if you put the stuff in different slots on your ship and does that only apply to overheating?
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Ast3r0iD
Gallente Aliastra
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Posted - 2008.08.07 01:07:00 -
[2]
overheating works via racks, i.e. high slot, low slot medium slot. therefore for instance if you sly a taranis with four high slots but dont use all four for guns you may want an offlines mod in theri to act as a heat sink for the three you will want to overload. Another thing to watch is that overheated mods take less damage if they are t1 than t2 so a mwd for instance is sometimes bteer to have t1 of you overload a lot.
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Tai Paktu
Beyond Divinity Inc
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Posted - 2008.08.07 01:11:00 -
[3]
Heatsinks (a crappy name given the damage mod of the same) are off-lined mods that take damage from the overheated modules beside them, thereby spreading the heat damage and reducing it slightly. I'm only really aware of people putting heat sinks in their top rack as an offlined module in a mid or a low could be better used as something to bolster your tank or whatever else longterm instead of only in a situation where you would use heat.
As far as a guide goes, it's basically another level to using your modules and flying your ship and that's something that people generally work out for themselves. General rules though,
1. Overheating a whole rack will burn it out faster than overheating a single module.
2. Don't forget to turn of overheat on webs/points once the target is sufficiently tackled or you'll end up burning out your point with that Drake in structure ()
3. Use overheating in combination with boosters for better effects.
4. Nanite repair paste is really only worth the hassle in hostile 0.0 where you can't dock and repair at a station.
5. Module damage is decreased by the Thermodynamics skill, recommend at least 4.
Others can feel free to expand and you should learn by trying.
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Hanneshannes
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Posted - 2008.08.07 02:54:00 -
[4]
Do passive mods act as heat sinks? Like a shield extender or resistance amp.
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Tai Paktu
Beyond Divinity Inc
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Posted - 2008.08.07 05:15:00 -
[5]
Technically, only a module offline acts as a true/useful heat sink. While a passive module will absorb heat damage, it will also go offline when it reaches 100% damage, thereby reducing your overall tank/damage/speed or whatever. The point of the offline module acting as the sink is that you lose nothing when it's destroyed.
For example, my Rupture has 4 180mm Auto IIs in the highs and 2 offlined smartbombs in the remaining two. As I overload my guns, some of the damage drains into those smarties allowing me to run longer. If those offlined mods are burned and destroyed, it doesn't effect my DPS at all. If in my lows I had a medium rep, an EANM and 2 Gyros, they would end up taking damage from the overloaded rep, allowing me to run it longer. However, in this scenario, if my EANM burns out from the heat run-off, I lose a large portion of my tank.
See what I mean?
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Kazuma Saruwatari
Caldari
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Posted - 2008.08.07 08:08:00 -
[6]
Originally by: Tai Paktu However, in this scenario, if my EANM burns out from the heat run-off, I lose a large portion of my tank.
See what I mean?
Most often, I've had friends wanting nanite repair paste shuffled to them in a roam gang to repair their repper instead of their resist mods, which indicates that heat damage to resist mods is variable depending upon location of mod on the rack and/or the entire rack's setup to begin with. -
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Kano Sekor
Amarr The Movement
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Posted - 2008.08.07 08:35:00 -
[7]
Originally by: Tai Paktu
stuff...
3. Use overheating in combination with boosters for better effects.
...
How does boosters work where do i get em and how much do they cost? (yes im at work cant check market) And how should i use them (i.e. should i max my skill up to use the best or is it enough to just go for the first one i can use and buy em up? ----------------------------------------------------------------------
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kyrv
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Posted - 2008.08.07 09:35:00 -
[8]
Thermodynamics isn't worth the wait tbh, id say it would be availible to everyone and the skill reduces the damage its that bad.
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Riho
Gallente Mercenary Forces
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Posted - 2008.08.07 09:40:00 -
[9]
Originally by: kyrv Thermodynamics isn't worth the wait tbh, id say it would be availible to everyone and the skill reduces the damage its that bad.
no.. its a specialized thing... you train for it.
and energy management 5 is a very good skill to have 5 anyways. ---------------------------------- Fighting for Minmatar o7 Yes... this is my main. Extreme Troll Slayer...
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Jacob Holland
Gallente Weyland-Vulcan Industries
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Posted - 2008.08.07 12:11:00 -
[10]
Passive modules (EANM, Shield Extenders...etc) do not function well as heatsinks, they will absorb heat from neighbouring modules but they survive longer only because they are not overheating themselves, merely being damaged by radiant heat. Offline modules on the other hand will actually reduce the overall heat damage, similarly with empty slots though IIRC offline modules are better at the job.
Note also that it's the module's position in the fitting screen, not as it appears on your HUD, which defines its usefulness as a heatsink; fitting your Marauder with four guns and then some offline heatsink modules is almost entirely ineffective for the first guns, fitting it gun-heatsink-gun-heatsink-gun-heatsink-gun however is very effective. Setting it up in that manner means that you need to move the buttons in your HUD around but it's a small price to pay. --
Originally by: cordy
Respect to IAC .Your one of the few people who truly deserve to own and live in the space you are in.
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krelak
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Posted - 2008.08.07 14:27:00 -
[11]
Originally by: Jacob Holland Setting it up in that manner means that you need to move the buttons in your HUD around but it's a small price to pay.
Ok, now I feel like a noob. I've been playing this game off and on for a couple of years and never new that you could re-arrange your gun slots on your HUD. *facepalm*
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Muad' Dib
Gallente Beyond Divinity Inc
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Posted - 2008.08.07 14:51:00 -
[12]
Edited by: Muad'' Dib on 07/08/2008 14:53:58
Originally by: Hanneshannes Do passive mods act as heat sinks? Like a shield extender or resistance amp.
Yeah, for instance when setting up mid slots on vaga you put the LSE's in the 2-3 slots, and the active ones in 1/4, so that heat goes out to the passive mods. This is just from some practive i've done with overheat, might be wrong but that's how i like to set them up.
Originally by: Kano Sekor
Originally by: Tai Paktu
stuff...
3. Use overheating in combination with boosters for better effects.
...
How does boosters work where do i get em and how much do they cost? (yes im at work cant check market) And how should i use them (i.e. should i max my skill up to use the best or is it enough to just go for the first one i can use and buy em up?
Any trading hub has them. They boost different aspects of your ship, like repair ammount on armor repairer/shield booster, they increase optimal, base velocity. There is a chance for nasty side-effect like 20% less armor HP for the duration or up to 4 nasty side-effects. You can get them in any trading hub but they are illegal in hi-sec. If customs catches you with them, you could try and get away, or you can pay the fine + they take them. Combat boosters also work with capital mods. :) --- I smack just for myself.
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Bronson Hughes
The. Conspiracy
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Posted - 2008.08.07 16:27:00 -
[13]
Originally by: krelak Ok, now I feel like a noob. I've been playing this game off and on for a couple of years and never new that you could re-arrange your gun slots on your HUD. *facepalm*
Eh, I knew you could do it, but I never saw any reason to. The Marauder example listed above would be a very good reason to do it, but I don't fly Marauders so.... -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Haradgrim
Tyrell Corp INTERDICTION
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Posted - 2008.08.07 17:32:00 -
[14]
Originally by: Tai Paktu 2. Don't forget to turn of overheat on webs/points once the target is sufficiently tackled or you'll end up burning out your point with that Drake in structure ()
It was an Apoc but how did you know?
Seriously though, Tai Paktu's post should be stickied or something, thats about everything you need to know
--
Originally by: CCP Oveur ...every forum whine feels like a baby pony is getting killed
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Tai Paktu
Beyond Divinity Inc
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Posted - 2008.08.08 04:35:00 -
[15]
Originally by: Haradgrim
Originally by: Tai Paktu 2. Don't forget to turn of overheat on webs/points once the target is sufficiently tackled or you'll end up burning out your point with that Drake in structure ()
It was an Apoc but how did you know?
We've all been there
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Terianna Eri
Amarr Scrutari
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Posted - 2008.08.08 05:45:00 -
[16]
Originally by: kyrv Thermodynamics isn't worth the wait tbh, id say it would be availible to everyone and the skill reduces the damage its that bad.
Except... energy management V is a very good skill to have anyway, and additionally, being able to overload your modules is awesome.
Hell, I'd have trained it even if all I got to overload were my midslots. Or even just the web and mwd.
It's that good. __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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Soporo
Caldari
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Posted - 2008.08.08 06:12:00 -
[17]
With Thermodynamics at say 4, how long can you go untill shit starts breaking? Say a rack of launchers.
2 or 3 volleyes? 10-12? what?
*eyes his Cerb*
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Clueless Alt
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Posted - 2008.08.08 06:28:00 -
[18]
It depend, it's chance based. But from my experience, at least 1mn, and it's the worst case. Up to 3mn when incredibly lucky.
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Hirana Yoshida
Behavioral Affront
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Posted - 2008.08.08 08:18:00 -
[19]
So to sum up what has been said about heat so far: Heat bleeds into adjacent modules, this has to be taken into consideration fitting ship to 'protect' vital components (slots can always be rearranged in space).
Whether a module takes damage is chance based.
Booster can amplify the benefits of overheating to great effect.
An offline module acts as a heat sink for the other modules in the rack, absorbing heat thus allowing for prolonged overheating.
Nanite repair paste is only worth it if in hostile territory or far from station with repair services.
Questions I would like answers to: If all modules can take the same damage, what differentiates them other than the activation duration and heat damage stats (ie. does meta level have any impact?
Does all modules work equally well as offlined heat sinks or is there some statistic that should take preference?
How does the heat bleed behave when the overheated module has just one neighbour compared to two?
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Hanneshannes
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Posted - 2008.08.08 11:10:00 -
[20]
Edited by: Hanneshannes on 08/08/2008 11:10:43 Nvm.
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