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Module Overload

Author
Arsine Mayhem
Doomheim
#1 - 2014-09-30 23:54:01 UTC
I have Afterburner in High Rack 4, when I press shift + F4 to overload it causes damage on all modules capable of overload in the mid slots. They don't overload by the stats, just the afterburner is in actual overload. Modules in high slots do not take damage at this time.

Rack layout

High 1 - Missile Launchers
High 2 - Missile Launchers
High 3 - Shield Booster
High 4 - Afterburner
Med 1 - Cap Booster
Med 2 - Adaptive Invul
Med 3 - Adaptive Invul

When I overload Module High 4 (Afterburner) modules in High 3, Med 1, Med 2, Med 3 all take damage and they are not overloaded by the stats.

When I overload High 1, both groups of missile launchers take damage in High 1 and High 2. Only one group of weapons is in overload.

Overload rack is not overload rack at all. If I overload the medium rack all mid slot modules overload, not the medium rack.

BTW, it's the same on the test server.

So how do you overload one module since we are suppose to be capable of it. It is in the shortcuts.
Paranoid Loyd
#2 - 2014-10-01 00:04:10 UTC  |  Edited by: Paranoid Loyd
High 1 - Missile Launchers
High 2 - Missile Launchers
Med 1 - Shield Booster
Med 2 - Afterburner
Med 3 - Cap Booster
Med 4 - Adaptive Invul
Med 5 - Adaptive Invul


Highs are highs, med are meds, just because you moved them on the GUI, does not change what they are. Modules that are next to each other will bleed damage to each other, whether or not they can be / are overloaded.

Not sure why shift is overheating all the modules, it probably is not. There is a green indicator on the top of the module's circle, clicking this will turn it on/off.

More info

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Arsine Mayhem
Doomheim
#3 - 2014-10-01 00:21:39 UTC  |  Edited by: Arsine Mayhem
Paranoid Loyd wrote:
High 1 - Missile Launchers
High 2 - Missile Launchers
Med 1 - Shield Booster
Med 2 - Afterburner
Med 3 - Cap Booster
Med 4 - Adaptive Invul
Med 5 - Adaptive Invul


Highs are highs, med are meds, just because you moved them on the GUI, does not change what they are. Modules that are next to each other will bleed damage to each other, whether or not they can be / are overloaded.

Not sure why shift is overheating all the modules, it probably is not. There is a green indicator on the top of the module's circle, clicking this will turn it on/off.

More info


Ok, so modules next to the overheated will take damage apparently, but my AB is in medium slot one and the Adaptives are in medium slots 4 and 5, they still take damage.
Paranoid Loyd
#4 - 2014-10-01 00:33:13 UTC
Hmm, are you sure the rack was not overloaded?

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Arsine Mayhem
Doomheim
#5 - 2014-10-01 00:48:13 UTC
Paranoid Loyd wrote:
Hmm, are you sure the rack was not overloaded?


Yep, I even moved modules around in the mid slots. I was testing the Gila, Module layout:

Med 1 - AB
Med2 - Shield Booster
Med3 - Cap Booster
Med 4 and 5 Adaptive Invuls
Med 6 - large shield extender

changed to

Med 1 - AB
Med2 - Large Shield Extender
Med3 - Cap Booster
Med 4 and 5 Adaptive Invuls
Med 6 - Shield Booster

I overloaded the AB to 69% and the rest of the modules are damaged as follows, cap booster 35%, Adaptive 35%, Adaptive 23%, Shield booster 23%. Shield extender doesn't overload so no damage.

Do it on the test server it's cheaper.
Ayeshah Volfield
Republic Military School
Minmatar Republic
#6 - 2014-10-01 00:48:41 UTC
Logged in to test it on my Vargur.

Mids, in order:

100MN MWD, MJD, X-L Shield booster, Invulnerability Field, Tracking Computer 1, Tracking computer 2

Overheated ONLY the MWD, modules taking heat damage were, in order, MWD, Invulnerability Field, booster, tracking computer 1, tracking computer 2.

Might be just my perception but I've never had heat damage affect modules like this.

EVE is what happens when the rule of law does not apply and Darwinism is allowed to run freely.

Arsine Mayhem
Doomheim
#7 - 2014-10-01 00:52:07 UTC
Ayeshah Volfield wrote:
Logged in to test it on my Vargur.

Mids, in order:

100MN MWD, MJD, X-L Shield booster, Invulnerability Field, Tracking Computer 1, Tracking computer 2

Overheated ONLY the MWD, modules taking heat damage were, in order, MWD, Invulnerability Field, booster, tracking computer 1, tracking computer 2.

Might be just my perception but I've never had heat damage affect modules like this.


I hope this isn't right. I was setting up my keyboard to get into some PVP and this is just not right.
Paranoid Loyd
#8 - 2014-10-01 00:55:41 UTC  |  Edited by: Paranoid Loyd
Eve-o wiki seems to indicate it can spread past the directly adjacent modules.

When I overheat it is usually everything or nothing so maybe I just never noticed but it appears it can spread past the modules right next to the overheated one.

Edit: Eve Uni Wiki confirms this is the case.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

flaming phantom
Unlimited LTD
#9 - 2014-10-01 09:36:51 UTC
Weird, I was under the impression that heat damage spread to adjacent modules too. I even remembering some people stating that CCP intended for damage to creep "around the rack", as in modules in the last slot would still damage things in the first slot, but they said it didn't do that as intended.

I guess I can stop micro managing my slot layout if it doesn't matter, as I was always trying to arrange things so I had "buffer" modules in between things I was definitely going to overheat.

I swear I saw guides that stated this stuff... What?
Ralph King-Griffin
New Eden Tech Support
#10 - 2014-10-01 09:59:38 UTC
flaming phantom wrote:
Weird, I was under the impression that heat damage spread to adjacent modules too. I even remembering some people stating that CCP intended for damage to creep "around the rack", as in modules in the last slot would still damage things in the first slot, but they said it didn't do that as intended.

I guess I can stop micro managing my slot layout if it doesn't matter, as I was always trying to arrange things so I had "buffer" modules in between things I was definitely going to overheat.

I swear I saw guides that stated this stuff... What?

Buffer mods do work, I think possibly the op may have mis bound some keys? I remember doing this at some point and it gave odd results time this.

Marc Callan
Center for Advanced Studies
Gallente Federation
#11 - 2014-10-01 11:39:48 UTC
One possible bit of confusion: the physical position of modules is determined by the Fitting screen. The buttons in the flight user interface are movable for convenience's sake, but they don't affect overheating issues. (IE: you can set your afterburner to activate using F4 by moving the activation button to the top row, but it's still physically in the mid-power rack.)

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Ayeshah Volfield
Republic Military School
Minmatar Republic
#12 - 2014-10-01 11:49:13 UTC
Marc Callan wrote:
One possible bit of confusion: the physical position of modules is determined by the Fitting screen. The buttons in the flight user interface are movable for convenience's sake, but they don't affect overheating issues. (IE: you can set your afterburner to activate using F4 by moving the activation button to the top row, but it's still physically in the mid-power rack.)


I tested it and made sure everything was correct. All modules were in their predefined position on the UI and had the same results as the OP. Modules NOT adjacent to the overheated module started getting heat damage first and it wasn't by a small margin either.

If this is normal behaviour, then there's no discussion. However, I never had heat damage skip modules like this, in the same rack. In my case, the invul. field and TC took the most damage while the booster, that was closer to the heated module, was barely damaged.

EVE is what happens when the rule of law does not apply and Darwinism is allowed to run freely.

Arsine Mayhem
Doomheim
#13 - 2014-10-01 11:50:32 UTC
Ralph King-Griffin wrote:
flaming phantom wrote:
Weird, I was under the impression that heat damage spread to adjacent modules too. I even remembering some people stating that CCP intended for damage to creep "around the rack", as in modules in the last slot would still damage things in the first slot, but they said it didn't do that as intended.

I guess I can stop micro managing my slot layout if it doesn't matter, as I was always trying to arrange things so I had "buffer" modules in between things I was definitely going to overheat.

I swear I saw guides that stated this stuff... What?

Buffer mods do work, I think possibly the op may have mis bound some keys? I remember doing this at some point and it gave odd results time this.



Nope, my key's are correct. I moved to the test server cause it was getting to expensive for repairs.

If I overheat AB in mid slot 1 it will damage Shield Booster in slot 6 Considerably.

It's easy to test for yourself.

Might want to use test server.
Jacob Holland
Weyland-Vulcan Industries
#14 - 2014-10-01 12:31:19 UTC
One factor which may be influencing what you're seeing and isn't clear from the available information is the relative heat fragility of the modules - T2 takes a lot more heat damage than T1 (or have far fewer HP, I can't recall) and will therefore burn out faster...
Ralph King-Griffin
New Eden Tech Support
#15 - 2014-10-01 12:35:18 UTC
Arsine Mayhem wrote:
Ralph King-Griffin wrote:
flaming phantom wrote:
Weird, I was under the impression that heat damage spread to adjacent modules too. I even remembering some people stating that CCP intended for damage to creep "around the rack", as in modules in the last slot would still damage things in the first slot, but they said it didn't do that as intended.

I guess I can stop micro managing my slot layout if it doesn't matter, as I was always trying to arrange things so I had "buffer" modules in between things I was definitely going to overheat.

I swear I saw guides that stated this stuff... What?

Buffer mods do work, I think possibly the op may have mis bound some keys? I remember doing this at some point and it gave odd results time this.



Nope, my key's are correct. I moved to the test server cause it was getting to expensive for repairs.

If I overheat AB in mid slot 1 it will damage Shield Booster in slot 6 Considerably.

It's easy to test for yourself.

Might want to use test server.

modules on either end transfer with eachother as if the were adjacent
Arsine Mayhem
Doomheim
#16 - 2014-10-01 12:41:48 UTC  |  Edited by: Arsine Mayhem
Ralph King-Griffin wrote:
modules on either end transfer with eachother as if the were adjacent


That's not true either. It took less damage than the adjacent ones.
Ralph King-Griffin
New Eden Tech Support
#17 - 2014-10-01 12:46:51 UTC  |  Edited by: Ralph King-Griffin
derp, eveuni wiki says

Quote:
It is not always true that further away modules take less heat damage than ones closer to the source of the overheating, sometimes they can take more. Heat damage is based on chance, where the closer a module is to an overheated module, the higher chance it has to take damage from that overheating module. Sometimes ones further away can take more, and sometimes even more than the overheated module itself.

http://wiki.eveuniversity.org/Overheating_101
Arsine Mayhem
Doomheim
#18 - 2014-10-01 13:36:13 UTC
Ralph King-Griffin wrote:
derp, eveuni wiki says

Quote:
It is not always true that further away modules take less heat damage than ones closer to the source of the overheating, sometimes they can take more. Heat damage is based on chance, where the closer a module is to an overheated module, the higher chance it has to take damage from that overheating module. Sometimes ones further away can take more, and sometimes even more than the overheated module itself.

http://wiki.eveuniversity.org/Overheating_101


Until you've tested it, quit posting. Obviously you haven't.
flaming phantom
Unlimited LTD
#19 - 2014-10-01 13:52:31 UTC
Well he did quote it saying it's chance based, so you could just be having bad (or good, depends on your POV) luck. I am still wondering if it's worth it or not to place modules with buffer spots in mind, since the evidence and what I've always known seem to be conflicting.

I might have to get my test client up to date and test it out myself tonight.
Arsine Mayhem
Doomheim
#20 - 2014-10-01 14:00:52 UTC
flaming phantom wrote:
Well he did quote it saying it's chance based, so you could just be having bad (or good, depends on your POV) luck. I am still wondering if it's worth it or not to place modules with buffer spots in mind, since the evidence and what I've always known seem to be conflicting.

I might have to get my test client up to date and test it out myself tonight.


Please do test it out.

I've run around 10 tests. Mostly on the test server. It's all about the same.

With modules assigned to the following slots: (not rack positions)

Med 1 - AB
Med 2 - Large Shield Extender
Med 3 - Cap Booster
Med 4 and 5 Adaptive Invuls
Med 6 - Shield Booster

It comes out as:

I overloaded the AB to 69% and the rest of the modules are damaged as follows, cap booster 35%, Adaptive 35%, Adaptive 23%, Shield booster 23%. Shield extender doesn't overload so no damage.

I still don't agree with the rack thing either. If you overload a Rack and I have both medium and high slot modules in it, the rack should get overloaded. Hence the term "overload rack".

The whole thing is way to oversimplified. There is really no way to overheat one module.
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