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Nobody uses overheating for PvE?

Author
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#1 - 2011-10-07 15:59:30 UTC  |  Edited by: Cipher Jones
I learned about overheating when I moved into my first WH, a Red Giant. It turned out to be one of the best skills I have learned, even for missions. I always see people using the overheated stats when listing a PvP fit, but never see people use it for PvE?

I see SBA's on almost every PvE fit. I can understand why people don't use boosters (drugs) in missions, but surely I can't be the only one who uses thermodynamics while missioning/carebearing.

And what I really cant understand is why the don't do it on t3's and higher end ships. It literally makes enough difference to free up slots a lot of times.

I cant even imagine fighting sleepers without overheating. I no longer live in a red giant either. The burst tank on my domi goes from like 800 to 1100.

So is there anyone else that uses overheating for non PvP action?

internet spaceships

are serious business sir.

and don't forget it

Lugalzagezi666
#2 - 2011-10-07 16:02:28 UTC
There is no need to overheat tank mods in l4s and large guns are usually very expensive to repair.

In incursions i can see it usefull when one of your logis dcs in ota. Big smile
F'lix
AP Ventures Ltd.
#3 - 2011-10-07 16:07:55 UTC
I overheat in PvE, I don't really see why you shouldn't... especially when I mess up triggers because I paid too much attention to eating my cheerios. Overheating the tank becomes quite useful then Shocked.

The cost isn't really that much. I'm still using T1 Larges, though.

Shaytan Combine is Recruiting! All Pilots Welcome regardless of Skill level, Profession, or Bitterness level Visit http://goo.gl/Hstpv for details.

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#4 - 2011-10-07 16:08:27 UTC
Lugalzagezi666 wrote:
There is no need to overheat tank mods in l4s and large guns are usually very expensive to repair.

In incursions i can see it usefull when one of your logis dcs in ota. Big smile


When it frees up an entire slot I would say thats quite a good reason. Second TP, omnidirectional tracking link, f-90, AB, Tracking computer. All things you can use by replacing a mid slot shield mod.

Most ppl dont armor tank for missions, but you get a direct damage mod if you can free up a low slot, which you can by thermodynamics.

I agree overtanking for missions is stupid, thats kinda the point. Stretch your tank and enhance your DPS.

internet spaceships

are serious business sir.

and don't forget it

Kilrayn
Caldari Provisions
#5 - 2011-10-07 16:10:05 UTC
Not personally. However, repairing is a small inconvenience as my main agent's station does not have the service X

"Music is a mysterious thing. Sometimes it makes people remember things they do not expect. Many thoughts, feelings, memories... things almost forgotten... Regardless of whether the listener desires to remember or not." - Citan Uzuki, Xenogears

Qalix
Long Jump.
#6 - 2011-10-07 16:20:55 UTC
I run missions in a tengu and I rarely have to overheat anything other than my AB to speed up the trip between gates or spawns. Every so often I overheat my shield boost if I've let myself get too close to a swarm of rats. For the most part, overheating isn't necessary in missions unless you've screwed something up.

I'm one of those people who has the shield boost amplifier. The two main reasons I don't overheat my booster and remove it are: I spend so much time locking new targets as I burn through the rats that watching the overheating mods is a problem AND if I do have to overheat the booster, I get better results with the amplifier. I don't know what midslot mod would help my DPS enough to justify the switch. Painters can't keep up with the launchers well enough to be of much use and EWAR is pointless.

Just my two cents. Might make more sense on other ships.
Arazel Chainfire
Aliastra
Gallente Federation
#7 - 2011-10-07 16:33:15 UTC
Overheating in a lvl 4 isn't really all that great. Yay - I overheated my guns/tank/whatever... for 1 minute... then I can't use it again until I repair my modules which costs either time or money. Considering how much time the average lvl 4 takes and how little the benefit of overheating is in most cases, it just isn't worth it, because it doesn't really make a noticeable difference in the amount of time the mission takes to complete. As far as removing tank mods for damage mods... I'm already running a mach with 4 damage mods, 3 tracking enhancers, a t2 burst areator rig and I swap the one available midslot around between a tracking speed scripted computer and an afterburner, with neither making a noticible difference in most cases. Yeah, so I only have about 250dps tank sustained... which is more than enough for pretty much every mission. Actually, for most... I don't even run the tank anyways.

-Arazel
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#8 - 2011-10-07 16:47:23 UTC  |  Edited by: Cipher Jones
Arazel Chainfire wrote:
Overheating in a lvl 4 isn't really all that great. Yay - I overheated my guns/tank/whatever... for 1 minute... then I can't use it again until I repair my modules which costs either time or money. Considering how much time the average lvl 4 takes and how little the benefit of overheating is in most cases, it just isn't worth it, because it doesn't really make a noticeable difference in the amount of time the mission takes to complete. As far as removing tank mods for damage mods... I'm already running a mach with 4 damage mods, 3 tracking enhancers, a t2 burst areator rig and I swap the one available midslot around between a tracking speed scripted computer and an afterburner, with neither making a noticible difference in most cases. Yeah, so I only have about 250dps tank sustained... which is more than enough for pretty much every mission. Actually, for most... I don't even run the tank anyways.

-Arazel


Thanks for the reply, I myself also have a pet peeve with AB on a mach for pve. MWD in specific missions only for me.

I agree that you dont save that much time, but for me its enough to squeeze in an extra mission on a weekend day.

Do you use sentries? IMHO thats the best way to do it, 3 shield mods and 2 utility, one of the utility mods being an OTL for the wardens or whatever mission specific drones. It doesn't seem to help against Angels except in "The Blockade", but it definitely increases my serpentis bounty ticks by a lot.

internet spaceships

are serious business sir.

and don't forget it

Brynhilda
Chimp Hoons Export and Expo Service
Scary Wormhole People
#9 - 2011-10-07 17:14:29 UTC
I've overheated a few times in exploration in some of the tougher sites in my Legion (Blood and Sansha 5/10 and 6/10s).

The Blood 5/10 has the final room setup with web towers over 50km away and with my Legion, that's out of my range so plan B opt overheating lasers and killing the Overseer instead.

Sansha 5/10 has those TD rats which brings my range down and puts the web towers out of range. Overheating tank to stay in and get the towers down helps.

Blood 6/10 has that Crimson Lord who has the ridiculous tank. Unless my Legion is set up for pure damage, I need to overheat to kill him. The same goes for the Sansha 6/10 where I actually had to get a Harbinger to slowly break his tank.

How may I drug you with drugs?

Emperor Salazar
Remote Soviet Industries
Insidious Empire
#10 - 2011-10-07 17:36:51 UTC
When I used to do C4 wormholes with a solo fit Tengu, overheat and standard blue pill were essential for "ohgodwhathaveIdone" moments.

To this day I overheat hardeners if necessary (hardeners can last a while with good skills) and keep a few blue pill in my cargo. With proper skills and an implant, the risks of side effects aren't terrible considering a 20% non-stacking penalized increase in shield boost.

Overheat is also useful in exploration if you are racing someone to the loot. Overheat that ab/mwd and beat them to it.

Overheating weapons is silly though, they usually only last a couple short cycles.
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#11 - 2011-10-07 18:07:53 UTC
Emperor Salazar wrote:
When I used to do C4 wormholes with a solo fit Tengu, overheat and standard blue pill were essential for "ohgodwhathaveIdone" moments.

To this day I overheat hardeners if necessary (hardeners can last a while with good skills) and keep a few blue pill in my cargo. With proper skills and an implant, the risks of side effects aren't terrible considering a 20% non-stacking penalized increase in shield boost.

Overheat is also useful in exploration if you are racing someone to the loot. Overheat that ab/mwd and beat them to it.

Overheating weapons is silly though, they usually only last a couple short cycles.


Pretty much for ganging with arties, and for that application 15% alpha is no joke.

internet spaceships

are serious business sir.

and don't forget it

Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#12 - 2011-10-07 18:09:48 UTC
I sometimes overheat to get a part of the mission over with quicker if I'm bored.

Sometimes I just do it for fun if I'm out of tactical and up close enjoying the fx, I may roleplay away to myself ("Scotty, more power to the lasers!" Smile ).

But it's definitely not necessary at all.
Derath Ellecon
University of Caille
Gallente Federation
#13 - 2011-10-07 19:26:47 UTC
IMO I can only see a few situations where overheating would really be necessary or beneficial in PVE.

1. You have an oops moment, and you are scrammed. Overheat or die
2. Its a site or plex that is known to despawn quickly if you warp away. Warp off and lose all of your work, or overheat to get the prize.
3. As stated above, racing for the prize.

Otherwise it is not hard to figure out the right balance of offense and defense to run the kinds of missions/plexes you may do on a regular basis

I see no need for boosters at least in high sec missions. Synth are barely worth it. And the others will give you headaches in logistics just getting them to your mission hub. Doesn't seem worth it IMO.

chadbrochill17
Vendetta Technologies
#14 - 2011-10-07 19:37:49 UTC
When flying logistics in incursions, I routinely overheat the reppers. It takes so little paste to repair large shield transporters (2 per mod, 3 at most) that it is easy to justify.

However, when flying as dps, I never overheat the high slots, except when competing with another fleet for a site. This is because, as said above, it takes an insane amount of paste (or isk if docked) to repair t2 large guns of any type.

As far as mid slots are concerned, the only occasion in which I bother to overheat is when my shield gets below 33% and I am starting to worry that the logistics have fallen asleep.
Cypher Decypher
KarmaFleet
Goonswarm Federation
#15 - 2011-10-07 21:13:34 UTC
Overheating is one of those things that is hugely useful to everyone, but stragely alien to most.

It can make the difference betrween the last gasp dps-killmail hero, or the desperate Domi local repper-fit trying to GTFO Worlds Collide.

In short, it's a wonderful thing that (briefly) mincemeats your mods.

Those who know, keep shtum :)

Nanite Paste Live Forever \0/

Sobaan Tali
Caldari Quick Reaction Force
#16 - 2011-10-08 01:43:14 UTC
The only time I ever overheat in a mission is if I screw up a trigger AND forget to kill a scram frig before he get's inside web range (For those who might wonder how that becomes an issue, npc frigs generally pulse their MWD's on aproach, making them one-shot easy, but after getting into web range they never use MWD and the transversial makes them harder to kill). Though rarely for one or the other alone. Beyond that, I have overheated my HML's to kill a faction spawn out of mere excitement. Unless you do happen to get in a nasty moment with triggers and some sneaky scram frigs, overheating in L4's are virtually impractical and unneccessary. Incursions on the other hand may be different, as I suspect some logi's will occasionally overheat their reppers if someone drops a butt load of hp all of the sudden.

"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."

Comy 1
Imperial Shipment
Amarr Empire
#17 - 2011-10-08 02:31:01 UTC
Cipher Jones wrote:

Pretty much for ganging with arties, and for that application 15% alpha is no joke.


Actually long range weapons as arties gets a RoF bonus, while the short ranged ones recieve alpha.
Tau Cabalander
Retirement Retreat
Working Stiffs
#18 - 2011-10-08 02:54:43 UTC
I dozed-off during a mission, gut hung-up on a structure (drone hive), and was getting pulverized because I wasn't moving (Tengu). When I awoke, I overheated everything and got off the structure.

Very rarely have I needed to overheat while doing Sleeper sites. Typically only when others dozed-off.
Ishtanchuk Fazmarai
#19 - 2011-10-08 13:43:18 UTC
Overheating costs money. And a mission runner shouldn't acquire an habit to waste money just to go through missions.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Kadeyoo
Viziam
Amarr Empire
#20 - 2011-10-08 15:11:55 UTC
You should always overheat under the following conditions (this is for both PvP and PvE):

Overheating saves your ship (no brainer)
Not overheating let's someone get away (overheat your AB/MWD/Point/Web/Guns)
Not overheating means you get 0 isk (incursion contests)

Otherwise for missions it depends on whether its worth it. T3s are good candidates (6 hardpoints, up to 25/50% less heat damage), 8 hardpoint boats are bad candidates (because the amount of heat generated is extreme there).

As for missions it's easy:

If the (real!) isk/hour gain is larger than your isk/hour expenditure for repairs, overheat all the time. Otherwise reserve for FUBAR situations.
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