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Why can't we toggle overheat mode on modules while cloaked?

Author
Amanda Creire-Geng
University of Caille
Gallente Federation
#1 - 2017-01-20 08:50:23 UTC
It's not like the module will do anything until activated anyway, so why does this restriction exist?

It's especially annoying when jumping through to a gatecamp: You land on one, want to prepare to either burn out of the bubble or back to the gate, but you can't tell your MWD to overheat next time it activates until you've decloaked?! Given how slowly the EVE server ticks, that extra time you spend toggling overheat is time you're giving your opposition to lock and web you, to the point that you're probably better off hitting the MWD as soon as you uncloak and disregard overheat.
Tuttomenui II
Aliastra
Gallente Federation
#2 - 2017-01-20 10:30:58 UTC
Better question would be, Why can't we activate cloaks while cloaked by gates P.
Salvos Rhoska
#3 - 2017-01-20 11:28:33 UTC
Cos you have the advantage of a cloak.

Uncloaked players can activate overheating.
Cloaked players, cannot. Cos they are cloaked.
Sequester Risalo
Significant Others
#4 - 2017-01-20 12:21:23 UTC
The heat by the modules would increase the ships electromagnetic emissions thus rendering the cloaking device less effective. To prevent this the engineers have disabled heating while cloaked.
Ralph King-Griffin
New Eden Tech Support
#5 - 2017-01-20 12:34:17 UTC
Tuttomenui II wrote:
Better question would be, Why can't we activate cloaks while cloaked by gates P.

Because margin for error is a good thing.
It creates a skill gap.
Amanda Creire-Geng
University of Caille
Gallente Federation
#6 - 2017-01-20 12:44:10 UTC
Sequester Risalo wrote:
The heat by the modules would increase the ships electromagnetic emissions thus rendering the cloaking device less effective. To prevent this the engineers have disabled heating while cloaked.


...but it doesn't generate any heat at all until the module is actually activated, that's how it works in-game. Toggling overheat on is just a standing order, that merely tells the module to exceed safe operating temperatures next time it's activated.
Demolishar
United Aggression
#7 - 2017-01-20 13:55:46 UTC
Go away roleplayers.


This is an excellent idea for a quality of life change.
Klepto Giggio
KarmaFleet
Goonswarm Federation
#8 - 2017-01-20 14:16:07 UTC
Overheat...THEN cloak
Khan Wrenth
Viziam
Amarr Empire
#9 - 2017-01-20 15:47:39 UTC
Klepto Giggio wrote:
Overheat...THEN cloak

No, no, no. See, you have to reverse the polarity! That'll fix the problem!
Amanda Creire-Geng
University of Caille
Gallente Federation
#10 - 2017-01-20 15:54:25 UTC
Klepto Giggio wrote:
Overheat...THEN cloak


I get the impression you only read the thread title.P The example I provided is with the jump cloak after using a stargate, and since switching systems resets your modules' overheat toggle back to off, you can't prepare it in advance like you can with an actual cloak module.
Aiwha
School of Applied Knowledge
Caldari State
#11 - 2017-01-20 16:34:51 UTC
Because long ago, CCP made a game and didn't bother to document any of their code. This has resulted in what we call "spaghetti code online" and means that there are fucktons of silly restrictions and mechanics that need to be carefully isolated lest they accidentally delete every character with an R in their name.

Sanity is fun leaving the body.

Frostys Virpio
State War Academy
Caldari State
#12 - 2017-01-20 17:28:51 UTC
Aiwha wrote:
Because long ago, CCP made a game and didn't bother to document any of their code. This has resulted in what we call "spaghetti code online" and means that there are fucktons of silly restrictions and mechanics that need to be carefully isolated lest they accidentally delete every character with an R in their name.


Well you would survive such error at least.
Amanda Creire-Geng
University of Caille
Gallente Federation
#13 - 2017-01-20 17:41:28 UTC
Frostys Virpio wrote:
Aiwha wrote:
Because long ago, CCP made a game and didn't bother to document any of their code. This has resulted in what we call "spaghetti code online" and means that there are fucktons of silly restrictions and mechanics that need to be carefully isolated lest they accidentally delete every character with an R in their name.


Well you would survive such error at least.


R.I.P. both of us, though.
Wanda Fayne
#14 - 2017-01-20 19:24:23 UTC  |  Edited by: Wanda Fayne
"Preheating" a module is not just a standing order, it is a process. I surmise that processes like that are not allowed while cloaked. You can't eject anything from your cargobay, or launch drones either (neither of which require a module activation). You can't reload or change ammo either.

Now grouping/arranging your modules IS a standing order, and quite allowed. Or setting your safety to redBlink

Sounds like it works as intended.

"your comments just confirms this whole idea is totally pathetic" -Lan Wang-

  • - "hub humping station gamey neutral logi warspam wankery" -Ralph King-Griffin-
Amanda Creire-Geng
University of Caille
Gallente Federation
#15 - 2017-01-20 19:47:00 UTC  |  Edited by: Amanda Creire-Geng
Oh great, the roleplay brigade again.

Let's recap the answers given to the title question so far:

- Because cloaks. Grrr cloaks. **** you and your cloaks. ...oh, you mean jump cloak? **** those too.
- Because I'm gonna try to explain this away with roleplaying without having a clue about game mechanics.
- Because CCP coders are their own worst enemy.
- Because obviously, telling a module to overheat on its next cycle is TOTALLY comparable to opening the ejection port and throwing random cargo, drones, and kitchen sinks at unsuspecting passerbys.

Does anyone have an actual gameplay reason that justifies this restriction existing?
Memphis Baas
#16 - 2017-01-20 19:59:14 UTC
Add "because I don't agree with this change" to your list, there are quite a few players that will pick this as the reason to argue with you.
Amanda Creire-Geng
University of Caille
Gallente Federation
#17 - 2017-01-20 20:07:34 UTC
Memphis Baas wrote:
Add "because I don't agree with this change" to your list, there are quite a few players that will pick this as the reason to argue with you.


If you don't agree that's fine! But I'd like to see a reason, if it's not terribly inconvenient.P
Wanda Fayne
#18 - 2017-01-20 23:03:20 UTC
Amanda Creire-Geng wrote:
Memphis Baas wrote:
Add "because I don't agree with this change" to your list, there are quite a few players that will pick this as the reason to argue with you.


If you don't agree that's fine! But I'd like to see a reason, if it's not terribly inconvenient.P


So you would not have any issues with people 'preheating' their guns, sebos, scrams or webs while cloaked either?

I could live with that.

"your comments just confirms this whole idea is totally pathetic" -Lan Wang-

  • - "hub humping station gamey neutral logi warspam wankery" -Ralph King-Griffin-
Tuttomenui II
Aliastra
Gallente Federation
#19 - 2017-01-20 23:33:06 UTC
Ralph King-Griffin wrote:
Tuttomenui II wrote:
Better question would be, Why can't we activate cloaks while cloaked by gates P.

Because margin for error is a good thing.
It creates a skill gap.


Yeah I know, it was rhetorical. hence the P. Blink
Neuntausend
Republic Military School
Minmatar Republic
#20 - 2017-01-21 13:18:17 UTC
Isn't the whole idea of a gate camp that you are at a disadvantage if you jump into it? So you may loose a second toggling overheat first, or run your prop without heat for a cycle. Good, let's keep it that way.
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