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=======Overheating======= 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===== 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 |4/5 |Skill required for overheating, reduces heat damage by 5% per level.| |Nanite Operation |4 |5% reduction in nanite repair paste consumption per level. | |Nanite Interfacing|4 |20% increase in damaged module repair amount per second. | =====When Should I Overheat?===== 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 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. =====Basic Mechanics of Overheating===== Overheating is a complex mechanic with a lot of weird behaviour, just keep the following things in mind to be successful: * The longer you overheat something, the higher the chance there is that it will take heat damage. * 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. </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.1481217175.txt.gz · Last modified: 2016/12/08 17:12 by Aygo Swagtomo