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Player Features and Ideas Discussion

 
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Lock Overheat State through gate jump

Author
Maddiganed
Caldari Provisions
Caldari State
#1 - 2014-09-25 22:05:57 UTC
I would love to have an option to lock my overheated modules, even after jumps...

It's a pain in the ass to have to reoverheat each module each time I jump ....

Any problem or issue with this ?
Evora Pirkibo
Tribal Liberation Force
Minmatar Republic
#2 - 2014-09-26 00:59:44 UTC
Been wanting this

On a long enough timeline, the life expectancy of everyone drops to zero.

Arya Regnar
Darwins Right Hand
#3 - 2014-09-26 01:03:11 UTC
DO WANT

EvE-Mail me if you need anything.

Suitonia
Order of the Red Kestrel
#4 - 2014-09-26 02:10:25 UTC
100% this please.

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Celthric Kanerian
Viziam
Amarr Empire
#5 - 2014-09-26 22:52:59 UTC
Is it such a big problem to shift-click the item one more time?
Nimrodion
Xanthium Prime
#6 - 2014-09-27 00:47:48 UTC  |  Edited by: Nimrodion
Celthric Kanerian wrote:
Is it such a big problem to shift-click the item one more time?


One module, no. Four or more mods, when chasing someone through a number of systems - YES. Lost a couple of ships already because I forgot to overheat something after jumping.

I know that the option to lock the Overload state in place for all mods exists already, but in the middle of a battle, while managing heat, we can't be expected to go through a drop down menu to re-enable manual Overload management.

And I understand that the overload state of the modules is probably tied to the current session you're in, and gets reset when session changes, but if it's possible to lock all module overload states in place via drop down menu, is it not possible for server to detect overload states before session change, and reapply them when you load new session in the next system?
Saisin
Chao3's Rogue Operatives Corp
#7 - 2014-09-27 02:30:38 UTC
+1

The thing I like with the new releases is that CCP does look at the smaller issues like this and possibly add it as a minor improvement to a release...

There were a few threads a few weeks back about having a module cool down timer, after the reload timers were introduced, and look what is in the Oceans patch notes
Added module cooldown timer.

Keep it up CCP! gj.

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Valkin Mordirc
#8 - 2014-09-27 10:11:59 UTC
Came here wonder why people didn't just shift click,


Then realized that being able to lock overload would be hella useful,


+1
#DeleteTheWeak
Ralph King-Griffin
New Eden Tech Support
#9 - 2014-09-27 11:24:24 UTC
Lucrii Dei
Imperial Shipment
Amarr Empire
#10 - 2014-09-27 14:24:28 UTC
This would make it 50% easier for me to burn out of bubbled gates and avoid getting felt up by a sabre. Useful, but a little too easy perhaps?

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Netan MalDoran
Hail To The King
The Silent Syndicate
#11 - 2014-09-27 16:15:22 UTC
+2

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Sobaan Tali
Caldari Quick Reaction Force
#12 - 2014-09-27 16:46:47 UTC
Holy, crap, YES! So want...

+1

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Sobaan Tali
Caldari Quick Reaction Force
#13 - 2014-09-27 16:49:59 UTC
Celthric Kanerian wrote:
Is it such a big problem to shift-click the item one more time?


Yes, yes it is.

No, not really, but it would still be nice to have...and CCP already has a track record for introducing things "we don't really need, but is nice to have anyways". Actually, they have a track record for just introducing things we don't really need, period" too.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Swiftstrike1
Swiftstrike Incorporated
#14 - 2014-09-27 18:26:44 UTC
Nimrodion wrote:
I know that the option to lock the Overload state in place for all mods exists already, but in the middle of a battle, while managing heat, we can't be expected to go through a drop down menu to re-enable manual Overload management.

Actually that option does not do what you think. I thought the same thing, so I tried it out. What happened was that I found my overload state was "locked" and I could not heat any modules at all.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Nimrodion
Xanthium Prime
#15 - 2014-09-28 12:32:21 UTC
Swiftstrike1 wrote:
Nimrodion wrote:
I know that the option to lock the Overload state in place for all mods exists already, but in the middle of a battle, while managing heat, we can't be expected to go through a drop down menu to re-enable manual Overload management.

Actually that option does not do what you think. I thought the same thing, so I tried it out. What happened was that I found my overload state was "locked" and I could not heat any modules at all.


Overload modules first, then enable the Lock. When the Lock is enabled, you can't manually turn overload on/off, it stays the way it was when the Lock was enabled.
Leonard Nimoy II
Doomheim
#16 - 2014-10-01 22:16:54 UTC
Gon bump this.....and +1, I think this would be really nice. Of course not necessarily needed, but it would make things easier. Would be much more straightforward if shift+click locked overheat on modules through gates, then you could enable/disable it quickly as needed without going through the menu.
Angelique Duchemin
Team Evil
#17 - 2014-10-01 22:33:12 UTC
I agree. Overheating options should persist through session changes. Even docking.

The webs and points on my Recons are perma overheated and need to be so too.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Alvatore DiMarco
Capricious Endeavours Ltd
#18 - 2014-10-01 22:33:37 UTC
The reason this isn't already in the game is a technical one that relates to how session changes are handled.

It may be possible, but it's not as much of a "little thing" as you think.