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Megan Maynard
Minmatar Out of Order
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Posted - 2008.10.23 15:40:00 -
[1]
Edited by: Megan Maynard on 23/10/2008 15:40:22 If I have to watch another vid of someone pvp'ing that doesn't have overheating I'm going to pull my hair out. (SEE: Taranis that can only web 10 km. Linkage)
Does anyone else have friends that just keep "forgetting" to train it?
TRAIN OVERHEATING PEOPLE! There is no reason not to have this skill, it's not even a long train time!
ARRGG!
Edit: who knew that question marks were important? |

Zephyr Rengate
Caldari dearg doom
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Posted - 2008.10.23 15:41:00 -
[2]
Its ok, but I find I forget to use it sometimes. |

Megan Maynard
Minmatar Out of Order
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Posted - 2008.10.23 15:45:00 -
[3]
Originally by: Zephyr Rengate Its ok, but I find I forget to use it sometimes.
"Ok" is not a word that i would use for it.
"Awesome", "Stupendous", and "WTFPWNSAWC" all come to mind.
Seriously, training thermo to lvl 4 is one of the best time investments one can make towards a pvp role. |

Terianna Eri
Amarr Scrutari
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Posted - 2008.10.23 15:59:00 -
[4]
it's true
thermo is probably OP'd tbh, but everyone has the opportunity to get it so i guess it's okay __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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Kaileen Starsong
Amarr Veto. Veto Corp
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Posted - 2008.10.23 16:06:00 -
[5]
Originally by: Terianna Eri
thermo is probably OP'd tbh, but everyone has the opportunity to get it so i guess it's okay
It's one of few things that actually make up for some tactical decision in a fight tbh. The other one being ammo choice 
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Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2008.10.23 17:01:00 -
[6]
In my experience, overheating is best used as a scalpel by overheating one or two critical modules (tackle comes to mind) and not a blunt instrument by overheating an entire rack. Many people I've talked to about overheating try it once or twice by overheating an entire rack of modules, destroy them all after a few seconds, and conclude that overheating is useless, but I can't tell you how many times overhearing a scrambler or a web has made the difference between catching a target and not.
Mind you, overheating all of your guns for a few moments at the right time can be crucial (i.e. do or die, kill that ship NOW), but I usually avoid doing so.
And while we're on the topic, what exactly does training the Thermodynamics skill beyond level 1 do? The skill description is completely lacking in details. I've seen a 'Required Thermodynamics Level' attribute on items, but everything that I've looked at has this attribute set to 1. |

Captator
Universal Securities
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Posted - 2008.10.23 17:05:00 -
[7]
Your modules have a heat damage amount on their attributes, that is the damage applied to their HP when they take damage (chance determined by the level of heat in the rack), the skill reduces the damage taken per cycle of applied damage, so you can overload longer till your modules go offline.
Also, stop telling people overheating rules, do you want everyone to be using it against you?  |

Bronson Hughes
ADVANCED Combat and Engineering
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Posted - 2008.10.23 17:08:00 -
[8]
Edited by: Bronson Hughes on 23/10/2008 17:08:13
Originally by: Captator the skill reduces the damage taken per cycle of applied damage, so you can overload longer till your modules go offline.
I figured as such, I just didn't know if anyone knew the actual amount of the reduction. Thanks for the confirmation. |

Meridius Dex
Amarr 24th Imperial Crusade
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Posted - 2008.10.23 17:53:00 -
[9]
Overheating is the cat's ass. Don't know how I ever pvped without it. I can't even tell you how many times my ceptors and EAF have survived certain-death GTFO moments, due to overheating my MWD.
The problem is the GUI, which makes overheating individual modules problematic, to say the least. So I often overheat entire racks during battle out of necessity.
Naw, my only gripe is having trained the nanite skills. I have both at IV, but can't notice any real difference in the price of nanite paste versus what you pay to have mods repaired in-station. Has anyone broken this down? It seemed like I was spending the same dollar amount in paste to do repairs (or even more) than what it cost to simply dock up! -- Meridius Dex --
Amarr = EVE on Hard setting |

Kaileen Starsong
Amarr Veto. Veto Corp
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Posted - 2008.10.23 17:56:00 -
[10]
Originally by: Meridius Dex I have both at IV, but can't notice any real difference in the price of nanite paste versus what you pay to have mods repaired in-station. Has anyone broken this down? It seemed like I was spending the same dollar amount in paste to do repairs (or even more) than what it cost to simply dock up!
It's supposed to be more expensive, naturally, because it allows ability to rep without docking :) Btw, seems that repping T2 guns with a paste is actually cheaper than repping them at the station Anyone has similar expirience?
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Stuart Price
Caldari The Black Rabbits The Gurlstas Associates
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Posted - 2008.10.23 18:10:00 -
[11]
Overheating can often be the critical difference between a killmail and a lossmail.
Anyone who flies a taranis without being able to overheat the MWD and web is just asking to die. With overheat, it becomes an incredibly deadly dogfighter.
Overheating your tank if called primary is also useful, even if you only stay alive for an extra 10-20 seconds, that's time that someone else is not getting shot.
Overheating guns is also great if you do it right - nailing someone before they deaggress, melting a support ship that foolishly drifted into range or just pushing the targets tank past breaking point are all great reasons to overheat weapons.
It's WELL worth the repair costs in either paste or repshop. "I got soul but I'm not a soldier" |

Cpt Branko
Surge.
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Posted - 2008.10.23 18:12:00 -
[12]
Edited by: Cpt Branko on 23/10/2008 18:13:43
Originally by: Kaileen Starsong
Originally by: Meridius Dex I have both at IV, but can't notice any real difference in the price of nanite paste versus what you pay to have mods repaired in-station. Has anyone broken this down? It seemed like I was spending the same dollar amount in paste to do repairs (or even more) than what it cost to simply dock up!
It's supposed to be more expensive, naturally, because it allows ability to rep without docking :) Btw, seems that repping T2 guns with a paste is actually cheaper than repping them at the station Anyone has similar expirience?
Yes, but only for medium T2 (and it appears large T2) guns and maybe MWDs, all small (or non-size specific) and named modules are dirt cheap to rep in station. I can nearly burn out my entire Jaguar and I get a 100K repair bill or so.
Also, people, don't train overheating, nothing to see here, it sucks, you'll burn out modules by mistake and it's expensive. Honest.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Writ Insand
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Posted - 2008.10.23 18:19:00 -
[13]
I like how you click in a tiny, wedge-shaped area with a near-invisible border to overheat the module, yet if you click anywhere just inside that area, you turn the module OFF.
Definitely a case of 'do or die' by user interface design. |

Kaileen Starsong
Amarr Veto. Veto Corp
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Posted - 2008.10.23 18:28:00 -
[14]
Originally by: Cpt Branko
Yes, but only for medium T2 (and it appears large T2) guns and maybe MWDs, all small (or non-size specific) and named modules are dirt cheap to rep in station. I can nearly burn out my entire Jaguar and I get a 100K repair bill or so.
Well, I seem to be having 1mil rep bills for the guns all too often, tbh. So that came as a nice surprise. Anyway, who wouldn't want that Deimos to pop even faster?  |

Terianna Eri
Amarr Scrutari
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Posted - 2008.10.23 20:04:00 -
[15]
Edited by: Terianna Eri on 23/10/2008 20:05:36
Originally by: Kaileen Starsong
Originally by: Terianna Eri
thermo is probably OP'd tbh, but everyone has the opportunity to get it so i guess it's okay
It's one of few things that actually make up for some tactical decision in a fight tbh. The other one being ammo choice 
what you said, and what i said, are not mutually exclusive. 
i'm just wondering whether it is a healthy design decision to have a mechanic that says "you pretty much must have this to be an effective PVPer" and then put it behind an 18-day skill that many people can do just fine with at IV instead of V (Energy Management)
then again, like a good Amarr pilot I have the cap skills maxed out and thermo IV, so I'm not complaining either way :P
but yeah, thermo is pretty much the bee's knees, if bees had lasers... and knees. __________________________________
Originally by: Arthur Frayn How much to ruin all your holes, luv?
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Crackzilla
The Shadow Order
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Posted - 2008.10.23 20:26:00 -
[16]
Originally by: Writ Insand I like how you click in a tiny, wedge-shaped area with a near-invisible border to overheat the module, yet if you click anywhere just inside that area, you turn the module OFF.
yep, its a tactical decision if you're going to even attempt to overheat the midst of a fight.
What seems to get me is intending to overheat via shortcuts and instead missing the cycle so the mwd turns off when i'm not expecting it.
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Lyria Skydancer
Amarr Developmental Neogenics Amalgamated
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Posted - 2008.10.23 21:36:00 -
[17]
It is powerful, yes. Overpowered, no. You can't constantly use it. You need to pick a time and place to do so and that just adds tactic to each encounter, wich is something eve needs more of. |
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