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guides:overheating [2016/08/04 00:44] nyxviliana |
guides:overheating [2016/12/08 17:14] Aygo Swagtomo |
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- | =======Overloading======= | + | =======Overheating======= |
- | Overloading your modules increases their performance for a amount of short time. This is often the difference between winning contests, and keeping our ships alive who take full aggro. | + | Overheating your modules increases their performance for a short amount of time. This makes a real difference in a few situations: |
+ | * Improving your speed for getting to your anchoring position | ||
+ | * Improving your DPS for winning contests (extremely important) | ||
+ | * Improving your tank when targeted by substantial numbers of Sansha | ||
+ | * For logistics: saving pilots who dip low into shields/armour by temporarily increasing the HP repaired per second. | ||
=====Skills===== | =====Skills===== | ||
- | There are multiple skills that help with overheating modules they reduce damage, increase repair abilities and decrease repair costs. Getting each of these skills to level 4 should be a priority. | + | There are multiple skills that help with overheating modules. They reduce damage, increase repair abilities and decrease repair costs. Getting each of these skills to level 4 should be a priority. |
^Skill ^Recommended Level^Effect ^ | ^Skill ^Recommended Level^Effect ^ | ||
- | |Thermodynamics |4 |Skill required for overheating, reduces heat damage by 5% per level.| | + | |Thermodynamics |4/5 |Skill required for overheating, reduces heat damage by 5% per level.| |
|Nanite Operation |4 |5% reduction in nanite repair paste consumption per level. | | |Nanite Operation |4 |5% reduction in nanite repair paste consumption per level. | | ||
|Nanite Interfacing|4 |20% increase in damaged module repair amount per second. | | |Nanite Interfacing|4 |20% increase in damaged module repair amount per second. | | ||
- | =====When Should I overheat?===== | + | =====When Should I Overheat?===== |
- | You will often be asked by your FC to overheat your modules, but there are certain situations where you may choose to overheat your modules as well: | + | Any time your FC specifies, you should overheat. In addition, there are times when you should overheat without being prompted, these include: |
- | * Overheating **Adaptive Invulnerability Fields** - If you take full aggro, in certain sites you may need to increase your shield tank long enough for the logi to start giving you shield. | + | |
- | * Overheating your **MWD** - In certain situations you may want to get to anchor positions faster such as when you are out of position or if you want to get to a target faster for a contest. | + | |
- | * Overheating your **Guns** - to apply more DPS to your targets: | + | |
- | * To clear rats on a preload TCRC | + | |
- | * To kill the target before downtime | + | |
- | * To apply more DPS than another fleet in a contest | + | |
- | * Overheating your **Shield Reps** - If the person you are trying to keep alive is taking lots of damage and they need to be kept alive long enough for the DPS ships to kill some rats. | + | |
+ | * Overheating **Adaptive Invulnerability Fields** - If you take full agro in a TCRC or on the final wave of an NRF, you should overheat your invuls to temporarily improve your tank and improve your survivability. | ||
+ | * Overheating your **MWD** - In certain situations, you may want to get to anchor positions faster, such as when you take a gate and need to catch up with the fleet. | ||
+ | * Overheating your **Shield Reps** (Logistics only) - If the person you are trying to keep alive is taking lots of damage, and they need to be kept alive long enough for the DPS ships to kill some rats. | ||
- | =====Mechanics of Overheating===== | + | =====Basic Mechanics of Overheating===== |
- | Each module has a set of specifications that explains how the module will preform when overheated: | + | Overheating is a complex mechanic with a lot of weird behaviour, just keep the following things in mind to be successful: |
- | * Overheat bonus - The bonus effect applied to the module when it is overheated. | + | * Whenever you overheat a module, there is a random chance that heat damage will occur at the end of its cycle. |
- | * Overheat damage - The amount of damage applied for each cycle | + | * The longer you overheat something, the higher the chance there is that it will take heat damage. |
- | For example if a **Core X-Type 500MN Microwarpdrive** is overheated it will gain 50% speed bonus and take a base of 6.15HP per heat damage cycle. | + | * Heat damage can affect both the module itself and adjacent modules in the same rack (if your MWD has an invul on either side, all 3 have a chance of taking damage when you overheat the MWD). |
+ | * By turning heat on for a number of cycles and then off for a cycle you can give time for the modules to "cool down" between the heat cycles. For example, on a TCRC contest you may hear the FC ask for Vindicators/Nightmares to heat "3 cycles on, 1 cycle off". This means you turn your overheat on for 3 cycles of the module, then leave it off for 1 cycle to cool down, then back on and repeat. | ||
+ | * Heat damage occurs at the end of a module's cycle. | ||
+ | |||
- | Every cycle that a module is overloaded it may takes heat damage, the items on each side of that module also takes heat damage. For example; | ||
- | <WRAP group> | ||
- | <WRAP column 20%> | ||
- | If I was to overheat the Microwarpdrive, it would gain heat damage as would the web and the tracking computer. | ||
- | |||
- | This is because the web and tracking computer are next to the prop mod. | ||
- | |||
- | Heat damage is also be divided in to three levels, low, medium, high power resistances. | ||
- | |||
- | If you overheat a high powered item such as a gun you gain more heat on your high power resistance. The higher the level of heat the more likely it is to cause your guns to take damage. | ||
- | </WRAP> | ||
- | |||
- | <WRAP column 70%> | ||
- | {{:guides:ship-bonus.gif|}} | ||
- | </WRAP> | ||
- | </WRAP> | ||
- | |||
- | =====Tips & Tricks===== | ||