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EVE New Citizens Q&A

 
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Nanite Paste: how to use and what it fixes.

First post
Author
Bethan Le Troix
Krusual Investigation Agency
#1 - 2014-10-14 11:41:11 UTC  |  Edited by: Bethan Le Troix
It's a bit of a 'nooby' question so I will put it here. No offence intended to new players. More new players the better. Big smile

I understand the Thermodynamics skill and two nanite named skills are required to use nanite paste.

My question is:

a) Where is the nanite paste kept/stored on the ship? (I presume the cargo hold?)

b) How precisely do you use the nanite paste while in space ?

c) What exactly does the nanite paste fix and is there an order or choice of fixing the ship or modules ?

d) How much nanite paste is consumed at any one time and/or how much HP is repaired per xx amount of nanite paste ?

I thought the answers to these questions would be of interest to new players as well as me wondering about it. BlinkOops
J'Poll
School of Applied Knowledge
Caldari State
#2 - 2014-10-14 11:44:20 UTC  |  Edited by: J'Poll
a. Cargohold

b. Right click module with overheat damage...repair.

c. It fixes overheat damage on modules that are not completely burned out. What order...that depends what is important...need that burst of extra DPS for just a bit longer...apply to weapons, need that little bit of extra speed to get away or catch an enemy...apply to prop mod, need just a little bit of extra point range...apply to warp disruptor.

Or in cases of roams, where you don't know when you can redock, you just have to do an assessment based on current situation and what you expect and from that pick out which modules you MUST have repaired and which ones you can do without if really needed.

For instance: Knowing that in a fleet you have say 8 more warp disruptors fitted to ships but you general DPS is on the "low" side...then guns will go before your warp disruptor, as you can do without the disruptor (there are others that can take that role) while that DPS you can apply is much more needed.

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Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#3 - 2014-10-14 11:50:00 UTC
Nanite paste can also be used with Ancillary Armour repairers.

It's used as a charge for those, so you have to load it into the module.

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Chemma Chi
Quantum Fusion
#4 - 2014-10-14 11:51:20 UTC
Thanks, J. Was wondering the same thing, but for some reason didn't read about it.
Bethan Le Troix
Krusual Investigation Agency
#5 - 2014-10-14 11:56:21 UTC
Thank you J'Poll & Steve. I did know about the AAR use of nanite paste already. Cheers though.

Can the modules be fixed while they working or do they have to be not working to be repaired ?
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#6 - 2014-10-14 12:01:57 UTC  |  Edited by: Nerath Naaris
Bethan Le Troix wrote:

d) How much nanite paste is consumed at any one time and/or how much HP is repaired per xx amount of nanite paste ?


According to this page "as a rough rule of thumb, 1 minute, and 1 unit of paste repairs 10 points of heat damage."

Edit: That might be a typo and 1 unit of paste might actually mean 10 units....

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Ka'Narlist
Dreddit
Test Alliance Please Ignore
#7 - 2014-10-14 12:02:48 UTC
No, they cant be active while getting fixed
Marc Callan
Center for Advanced Studies
Gallente Federation
#8 - 2014-10-14 12:18:00 UTC
To clarify: nanite paste only repairs modules that are inactive and only partially damaged. If a module is 100% damaged (that's the point at which it gets knocked offline), then it can only be fixed in a station repair facility.

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Ralph King-Griffin
New Eden Tech Support
#9 - 2014-10-14 12:28:18 UTC
just don't use it as hairjell, regardless of what your minmatar might tell you.
Cara Forelli
State War Academy
Caldari State
#10 - 2014-10-14 17:53:14 UTC  |  Edited by: Cara Forelli
Two important things to note are that ancillary armor repairs

1. Use capacitor even when using paste (unlike ancillary shield boosters)
2. Can run without paste, at decreased efficiency

HOWEVER, by default, ancillary armor reps will enter a 1-minute reload-cycle when they run out of paste, during which they will not run at ALL. This can be deadly in PvP. Many fights (especially in frigates) won't even last a full minute so it is much better to run the rep at a decreased efficiency than to try and reload it. You can change this by right clicking the rep in space and deactivating "auto-reload". You need to do this every time you fit a new ship with an AAR.

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Tau Cabalander
Retirement Retreat
Working Stiffs
#11 - 2014-10-14 18:16:42 UTC  |  Edited by: Tau Cabalander
It can be quite expensive to use paste, compared to repairing in a station.

Repairing with paste is for those times when you can't dock and need a repair ASAP.

Trivia:
* Only active modules can be overheated, but all modules in the same rack take heat damage.
* Heat damage reduces module structure points.
* Heat damage is added on a per-cycle basis.
* Afterburner skill reduces cycle time, which increase the rate of burn-out.
* Capital modules take a tonne of paste to repair even small amounts of damage.
* Structure tanking can also result in module damage.
Solecist Project
#12 - 2014-10-14 18:24:05 UTC
Please note that one can repair modules even while cloaked!

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Paranoid Loyd
#13 - 2014-10-14 18:28:31 UTC  |  Edited by: Paranoid Loyd
Ralph King-Griffin wrote:
just don't use it as hairjell, regardless of what your minmatar might tell you.
Fell for that old scam, eh? I was wondering how you lost your hair. Blink

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Major Trant
Brutor Tribe
Minmatar Republic
#14 - 2014-10-16 14:49:09 UTC
Modules can't be active while being repaired but they can be reloaded (where relevant) during repair