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=======Overloading======= 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. =====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. ^Skill ^Recommended Level^Effect ^ |Thermodynamics |4 |Skill required for overheating, reduces heat damage by 5% 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. | =====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: * 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. =====Mechanics of Overheating===== Each module has a set of specifications that explains how the module will preform when overheated: * Overheat bonus - The bonus effect applied to the module when it is overheated. * Overheat damage - The amount of damage applied for each cycle 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. Every cycle that a module is overloaded it may takes heat damage, the items on each side of that module might 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 racks, low, medium, high. If you overheat a high slot item such as a gun you gain more heat on your heat status (the three bars above the ships capacitor meter). 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===== * Cycle your heat - That way your rack can cool down a bit, before you start to overheat again. This gives you maximum output of your module. * Higher heat on the heat status indicator means your modules will take more heat damage per cycle. * Heat damage occurs at the end of an activation cycle. * Always bring tons of nanite paste for module repair during warp. Start with: * 500 Units for Logi * 2000 Units for DPS

guides/overheating.1470272547.txt.gz · Last modified: 2016/08/04 01:02 by nyxviliana