These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
12Next page
 

When do you overload your modules?

Author
Mo Skor
Westworld Tours and Security
#1 - 2014-12-17 14:45:42 UTC  |  Edited by: Mo Skor
What are your rules of thumb on when to overload your modules, and what modules to overload? What to watch out for?
J'Poll
School of Applied Knowledge
Caldari State
#2 - 2014-12-17 14:55:44 UTC  |  Edited by: J'Poll
When..


Guns, when you need every extra bit of DPS that you might need to kill something.

Tank, when you need every extra bit of tank you can get to stay alive long enough to receive reps / win the fight.



What to watch out for:

Bleed damage from modules / completely burning out your modules



Personally, as tackle, the only 3 modules I really overheat are my prop-mod if I need to really catch something very quick and my scram/web cause I need a bit more range.

99% of the time, I have a fleet inbound to assist so don't even cycle my weapons, let alone overheat them.



However, in the past, what I did do when in big fleet fights and when you knew you were going down...overheat everything and let them burn out...Just to say "**** You" against who ever will try to loot your wreck.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Xtreem
Knockaround Guys Inc.
#3 - 2014-12-17 15:33:16 UTC
Normally completely by accident, don't notice and burn them all out :-)
Leoric Firesword
Imperial Shipment
Amarr Empire
#4 - 2014-12-17 15:48:21 UTC
I always have my web/scram/warp disruptor pre overheated. Never know when a few more KM means a kill or watching the target get away (actually caught an oracle because of this two days ago) just make sure you remember to turn off the heat once you have your orbit stabalized.

I'll also overheat prop mods if trying to close distance/catch something.

Guns/tank gets overheated if the fight is getting close. - these I overheat the least
Schmata Bastanold
In Boobiez We Trust
#5 - 2014-12-17 18:05:18 UTC
I definitely oh everything when I know I'm going down just to make the mofo pay for repairs should mods drop :)

Otherwise tackle is preheated and once it lands and I close range I disable heat.
I rarely heat prop mods, they burn so fast and I have Thermo V for frakk sake!
Guns - depends. If target is weak-ish I don't heat them, if I work under station/gate guns I heat them from the start. And also heat when target is going down but still manages to rep enough to be annoying.

As with everything in Eve - all is situational and you have to learn it yourself to really 'get it'.

Good luck!

Invalid signature format

ShahFluffers
Ice Fire Warriors
#6 - 2014-12-17 18:58:20 UTC  |  Edited by: ShahFluffers
For me... it took a few tries until I learned.

Engagements where I did not overload my weapons/tank and lost by slim margins... that is where I learned the value of overheating.

As I got better at fighting... I learned how to "pulse" overloads for a cycle or two... allowing me to better control longer engagements.

It really comes down to "trial and error."
Tau Cabalander
Retirement Retreat
Working Stiffs
#7 - 2014-12-17 19:53:33 UTC  |  Edited by: Tau Cabalander
Overheat in any "life and death" situation.

The tricky part is not when to overheat, but how much to overheat. The only time that is an easy decision, is when you are certain you are about to explode Blink i.e. it doesn't matter so don't care if you burn everything out. Normally you DON'T want to burn-out your high-slots!

As overheating is cycle based, you have to know at least one cycle in advance if you are going to overheat. This can be many seconds on some modules.

Trivia: Afterburner skill causes an afterburner module to cycle faster = it burns-out sooner.

One case-specific strategy: If you can refit (mobile depot or carrier), and have extra modules on-hand, you can consider the modules disposable and replace them when they burnout.
Utari Onzo
Escalated.
OnlyFleets.
#8 - 2014-12-17 20:05:06 UTC
Overheating is super situational, but to break down an 'average' fight it normally goes:

Approach enemy, overheating my point/webs to establish 'range control' (either scram at earliest opportunity to catch up, or get point early till I can hit a comfortable orbit within my point range unheated)

Once enemy tackled, turn off tackle heat, start pew-pew.

Start taking a bit of deeps to the face, overheat tank a little to 'stabilise' (keep a reasonable amount of health to stay in the fight, or tank to stretch out how long you can live depending if you're active tanked or not)

Overheat guns when I see enemy logi on the way, or need to take out a dps heavy ship ASAP before my tank breaks

Normally I walk away from a fight with my guns and tank burning red, or a ship wreck :)

As a logi, I overheat reps on the first cycle or two to 'stabilise' whoever I'm repping, usually using 3 reppers and leaving my 4th 'spare' and pre-overheated to save the ass of the next guy (it's more efficient to heat 3 reppers and have a spare repper ready to go immediatly then to cycle all 4 and have to wait 5 seconds before you can give reps to the next guy the enemy go for)

"Face the enemy as a solid wall For faith is your armor And through it, the enemy will find no breach Wrap your arms around the enemy For faith is your fire And with it, burn away his evil"

Sabriz Adoudel
Move along there is nothing here
#9 - 2014-12-17 20:59:58 UTC
PVP - Pre-overheat sensor boosters and tackle modules before engaging. Overheat tank modules at the first sign tank is breaking, but pulse the heat on them (so if I'm in an active armor tanked Ishtar, I'll run the tank heated the first time I hit 50% armor but be quite willing to turn the heat off again). Possibly overheat guns when the enemy's tank is breaking, and *always* overheat once it is actually broken, so they don't get the extra few seconds for help to arrive.

I seldom overheat weapon precision modules in PVP, and always pre-overheat logistics modules.

PVE - Heat is criminally underused in PVE. Active tanking modules should be overheated often in PVE, it will often let you get away with fitting one less module (which can be replaced with a weapon damage lowslot or a weapon precision midslot). Even level 4 mission runners should look for opportunities to save a few seconds here and there with heat, and repair the minor damage with Nanite Repair Paste while in warp.

I support the New Order and CODE. alliance. www.minerbumping.com

ergherhdfgh
Imperial Academy
Amarr Empire
#10 - 2014-12-18 05:17:15 UTC
I've been playing this game since early 2009. I've never overheated a module. I am a PvE player I know in PvP fights are often won or lost by less than 2% structure so overheating is important there. For me with PvE it seems it's all about sustainability. I've heard overheat damage is expensive to repair although admittedly I have no clue. But I fail to see how it will be usefull if I keep having to dock to repair my overheat modules and nanite paste is even less of an option with cost and having to turn off the mod.

However everything in Eve is situational and play-style dependent so if you can find a way to make isk faster than you are spending it on heat repair then more power to ya.

In PvP you need to overheat but that is not for me to tell you how.

As with anything in Eve google and youtube are your friend. There are overheat guides out there I am certain as well as PvP videos and twitch streamers that can show you more about that but every PvP video that I have seen involves overheating.

Want to talk? Join Cara's channel in game: House Forelli

Hasikan Miallok
Republic University
Minmatar Republic
#11 - 2014-12-18 05:27:26 UTC
ergherhdfgh wrote:
I've been playing this game since early 2009. I've never overheated a module. I am a PvE player I know in PvP fights are often won or lost by less than 2% structure so overheating is important there. For me with PvE it seems it's all about sustainability. I've heard overheat damage is expensive to repair although admittedly I have no clue. But I fail to see how it will be usefull if I keep having to dock to repair my overheat modules and nanite paste is even less of an option with cost and having to turn off the mod.


The Level IV Burners tend to need overheat if you take them on solo.

Nanite Paste is more about allowing repair in space without docking.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#12 - 2014-12-18 06:15:44 UTC
ergherhdfgh wrote:
nanite paste is even less of an option with cost and having to turn off the mod.

1. Repairing with paste is cheaper than repairing in a station.
2. You never repair during an encounter anyway, you do it while warping, so turning off the mod isn't that much of an issue.

Also, repair costs (be it in station or with paste) depend on the value of the module - so, you don't want to overheat your expensive faction modules, but T2 guns & modules are usually cheap enough that it doesn't matter.

Finally, there's at least one PvE encounter I've run away from with overheated hardeners that I'd probably had lost my ship to otherwise, so it's always good to have that option. (I got cocky and horribly misjudged a micro jump during an epic arc.)
Sabriz Adoudel
Move along there is nothing here
#13 - 2014-12-18 06:17:29 UTC  |  Edited by: Sabriz Adoudel
ergherhdfgh wrote:
I've been playing this game since early 2009. I've never overheated a module. I am a PvE player I know in PvP fights are often won or lost by less than 2% structure so overheating is important there. For me with PvE it seems it's all about sustainability. I've heard overheat damage is expensive to repair although admittedly I have no clue. But I fail to see how it will be usefull if I keep having to dock to repair my overheat modules and nanite paste is even less of an option with cost and having to turn off the mod.

However everything in Eve is situational and play-style dependent so if you can find a way to make isk faster than you are spending it on heat repair then more power to ya.

In PvP you need to overheat but that is not for me to tell you how.

As with anything in Eve google and youtube are your friend. There are overheat guides out there I am certain as well as PvP videos and twitch streamers that can show you more about that but every PvP video that I have seen involves overheating.



It is cheap to repair. Guns can be a bit more noticeable than tank, propulsion or weapon precision modules however, and they burn out faster. Other stuff is dirt cheap - one battleship bounty will cover heat damage from multiple missions.

If you've never overheated in PVE, you are taking too long. You don't want to burn modules out or have to repair mid pocket, but as a broad rule of thumb efficient clearing of PVE content should involve overheating enough that your heat meter hits at least 25-30% on one of the three racks at least once per encounter. If you aren't doing that, you are sacrificing speed.

Repairing is done while in warp. In a battleship sized hull you can repair modules while using acceleration gates, in a cruiser sized hull you warp faster but you can definitely repair while warping back to the agent or warping out of the site.


If you aren't using heat now, experiment with it. You want to be familiar with the mechanics (mostly the escalating module damage over time with continuous heat and the bleedover damage) and it's better to learn this in PVE than in PVP.

I support the New Order and CODE. alliance. www.minerbumping.com

ergherhdfgh
Imperial Academy
Amarr Empire
#14 - 2014-12-18 06:38:45 UTC
Sabriz Adoudel wrote:
ergherhdfgh wrote:
I've been playing this game since early 2009. I've never overheated a module. I am a PvE player I know in PvP fights are often won or lost by less than 2% structure so overheating is important there. For me with PvE it seems it's all about sustainability. I've heard overheat damage is expensive to repair although admittedly I have no clue. But I fail to see how it will be usefull if I keep having to dock to repair my overheat modules and nanite paste is even less of an option with cost and having to turn off the mod.

However everything in Eve is situational and play-style dependent so if you can find a way to make isk faster than you are spending it on heat repair then more power to ya.

In PvP you need to overheat but that is not for me to tell you how.

As with anything in Eve google and youtube are your friend. There are overheat guides out there I am certain as well as PvP videos and twitch streamers that can show you more about that but every PvP video that I have seen involves overheating.



It is cheap to repair. Guns can be a bit more noticeable than tank, propulsion or weapon precision modules however, and they burn out faster. Other stuff is dirt cheap - one battleship bounty will cover heat damage from multiple missions.

If you've never overheated in PVE, you are taking too long. You don't want to burn modules out or have to repair mid pocket, but as a broad rule of thumb efficient clearing of PVE content should involve overheating enough that your heat meter hits at least 25-30% on one of the three racks at least once per encounter. If you aren't doing that, you are sacrificing speed.

Repairing is done while in warp. In a battleship sized hull you can repair modules while using acceleration gates, in a cruiser sized hull you warp faster but you can definitely repair while warping back to the agent or warping out of the site.


If you aren't using heat now, experiment with it. You want to be familiar with the mechanics (mostly the escalating module damage over time with continuous heat and the bleedover damage) and it's better to learn this in PVE than in PVP.


I don't PvP have no interest in it nor learning it. I can solo any null sec anom without overheating even in crappy -0.1 null sec I can get 20 million bounty ticks without trying hard in a T2 fit ship and in lower null I've seen mid 30's on the bounty ticks. Again my point here was to point out to the OP that if you don't PvP there is no need to ever overheat I've soloed Angels Extravaganza bonus room without over heating.

I'm not the one looking for overheat advice but the OP is. I've given my two cents and you yours and I'm sure he can pick out of both of them the parts that he sees useful to his play style.

Want to talk? Join Cara's channel in game: House Forelli

Tuscor
13.
#15 - 2014-12-18 11:10:55 UTC
When solo pvping in frigates (say in a FW plex) I pretty much overheat everything at the start of the fight. Frigate fights are usually very quick so there is minimal danger of anything burning out, and you need all the dps/reps you can get early on.

I will turn off overheat on my point if they are locked down and I am in no danger of losing them.

In bigger fights (and I only mean smallish gang fights really - our corp usually fields around 15-20 pilots) then overheat needs to be carefully managed. We usually wait for the FC to tell us to overheat on a target, although I manage overheat on my point(s) to ensure that targets are kept locked down.

Remember - if you stack your guns on your overview and they 'burn out' - unstack them, becuase not all of them will be burned out and you can keep fighting with the ones that are still good.
Gregor Parud
Imperial Academy
#16 - 2014-12-18 12:09:56 UTC
Simply put: if your main thought is "there's a good chance I might die in the next few minutes" it's time to overheat.
Erehwon Rorschach
LoGisTicAl ERr0R
#17 - 2014-12-18 16:05:40 UTC
I generally (when frig pvping) overheat before the fights starts. I overheat the tackle and the guns.

With frig fights and fights you plan to be pretty quick, it'll be over before you've even taken much heat damage.

Most time's you'll have a good minute or 2 of heat before you burn a mod out and in the case of smaller ships the fights can be over in less than 60seconds.

Because your mum just couldn't say no.

Kalwas Denitas
#18 - 2014-12-18 17:31:02 UTC
If solo and the fight will be questipnable at all, I overheat the highs immediately on range and keep them on until 3/4 burn. Ill burn them out if it gets hairy at the end and I worry about losing the ship.

I overheat ancillary repairs always, always.

The only time I overheat the mids like webs or a prop is if range dictation is a major issue and then Ill only pulse it.

Those are the only times I can think of at the moment.
Ralph King-Griffin
New Eden Tech Support
#19 - 2014-12-18 19:46:27 UTC
I'll leave this screen shot here as it's got the loser rageing at me in the chat box (he lost a proteus to an ishkurPirate)
was a great fight an the overheated repper was all that kept me alive.

Ignore the arrow, apparently I forgot to copy this before the the last Tim I used it.
Darth Terona
Horde Vanguard.
Pandemic Horde
#20 - 2014-12-19 07:45:02 UTC
If your solo, overheat everything from the gitgo. You would t pull punches in a real fight would you?
Same story here

Deactivate modules as needed. Point after target is deep in point range. Prop same story
Always heat active tank

Keep passive mods on your screen. They take heat damage too
12Next page