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Player Features and Ideas Discussion

 
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Coolant Injectors

Author
US Khorne
Splintered Dreams
Brave Collective
#1 - 2017-03-20 03:59:23 UTC
I will start off by saying that I do not regularly read the Forums so this may have already been brought up.

I think we need a new module in the game, the Coolant Injector. I propose that it is a low slot module that holds a set amount of coolant based on size of the module. There would be three versions in each of the sizes, as an example high slot coolant injector, mid slot coolant injector and low slot coolant injector in the S, M, L, XL varieties.

When active, the module dumps coolant into the designated rack allowing overheating without module damage as long as the injection lasts. Alternately the injector could be used to zero out residual heat in the rack and allow you to get back to over heating quickly. The Thermodynamics skill could play into how long the coolant lasts or if the coolant was to only slow the amount of module damage, lower the amount of damage based on the skill.

I have Thermodynamics to 5 and do not feel that it affords one enough advantage .. insofar as damage occurs far faster than I think it should with the skill to 5. This module, taking a low slot and having to designate which rack it cools would cause you to have to prepare and think about how you are looking to use your ship. It would also make Thermodynamics a more relevant skill.

Any thoughts?

US Khorne
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#2 - 2017-03-20 05:07:35 UTC
Personally I think thermodynamics is plenty powerful enough. Thermo 5 vs 4 can sometimes be the difference between winning and loosing.

That being said, I am in favor of this idea. Maybe using nanopaste as a stand in for coolant since it's already used for heat damage.

Would enable even more tactical choices when it comes to overheating.

(Also, while this is only somewhat related. A change I would love to see to assault frigates is for them to be designed around overheating. Would help give them a more unique niche than where they currently sit.)
Ajem Hinken
WarFear Gaming
#3 - 2017-03-20 13:51:51 UTC
Bjorn Tyrson wrote:
Personally I think thermodynamics is plenty powerful enough. Thermo 5 vs 4 can sometimes be the difference between winning and loosing.

That being said, I am in favor of this idea. Maybe using nanopaste as a stand in for coolant since it's already used for heat damage.

Would enable even more tactical choices when it comes to overheating.

(Also, while this is only somewhat related. A change I would love to see to assault frigates is for them to be designed around overheating. Would help give them a more unique niche than where they currently sit.)

A coolant module would be nice - seeing an overhaul of the overheating system would be awesome. (Like certain modules put out only so much heat a second, and a cooling device would cool only so much.)

https://forums.eveonline.com/default.aspx?g=posts&m=6875494#post6875494 - Ship mounted explosives. Because explosions and Jita chaos.

Old Pervert
Perkone
Caldari State
#4 - 2017-03-20 15:48:21 UTC
Well, I personally believe that overheating should be a "last resort" kind of thing - I'd like to see heating be even more impactful (ie more heat, ever so slightly greater effects of heating).

For example, your small gang fights another small gang in an evenly matched fight... both gangs have logistics, which means it's probably a race to see who can break who's logistics first. You would naturally start by heating your guns and trying to pop off one of their logistics, at which point the fight is effectively over because their second logistics will drop like a fat kid on a seesaw, followed by their dps. Logi of course heat their reppers to try and survive the burst long enough for their own dps to do the same.

That said, if such a module were implemented, I'd rather just see it as a heat sink. Something with a high likelihood of taking heat from the adjacent modules... since dissipating heat in space is damn hard, it would not increase heat dissipation, rather simply allow you to heat for just a touch longer. It would absolutely need to take thermal damage, though it would have a very high amount of structure hp (relative to modules).
Moonlit Raid
Doomheim
#5 - 2017-03-20 23:42:57 UTC
I like the idea in general, I will ask this though, when you're overheating you say you find you burn out very quickly, are you using tech 2 modules when this happens?

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Dimitrios Bekas
Pandemic Horde Inc.
Pandemic Horde
#6 - 2017-03-24 06:41:34 UTC
Heating Reppers, Points, Guns and Prop Mods, is one of the "perfectly" Balanced and truely "Pilot Skill based" Things in Eve.
Risk vs. Advantage

Will the Point or Repper still survive another HEat Cycle or not ?

And the Idea of this Coolant Thingy, that takes up a slot in your fitting, is really NICE !!!

It would make "Overheating" and "Cooling" an even more personal skill based thing, and i like more micromanagment while PVP than only pressing 2 Buttons and sit there.

So yes,...COOLANT THINGY pls !

Also,...Keybinds for AMMO SLOTS PLS !
Petrified
Old and Petrified Syndication
#7 - 2017-03-24 07:34:04 UTC
US Khorne wrote:
I will start off by saying that I do not regularly read the Forums so this may have already been brought up.

I think we need a new module in the game, the Coolant Injector. I propose that it is a low slot module that holds a set amount of coolant based on size of the module. There would be three versions in each of the sizes, as an example high slot coolant injector, mid slot coolant injector and low slot coolant injector in the S, M, L, XL varieties.

When active, the module dumps coolant into the designated rack allowing overheating without module damage as long as the injection lasts. Alternately the injector could be used to zero out residual heat in the rack and allow you to get back to over heating quickly. The Thermodynamics skill could play into how long the coolant lasts or if the coolant was to only slow the amount of module damage, lower the amount of damage based on the skill.

I have Thermodynamics to 5 and do not feel that it affords one enough advantage .. insofar as damage occurs far faster than I think it should with the skill to 5. This module, taking a low slot and having to designate which rack it cools would cause you to have to prepare and think about how you are looking to use your ship. It would also make Thermodynamics a more relevant skill.

Any thoughts?

US Khorne

I like the idea. Maybe a downside to using it could be a bloom in the sig radius of the ship while the cooling is active.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Wolfino
Imperial Academy
Amarr Empire
#8 - 2017-03-24 11:57:07 UTC
Im not a fan
I think that overheating is used to get that little edge if overheated at the right time, like a nos in a car. if you can perma overheat or do it most of the time whats the point in not overheating everyone would just constantly overheat. If you want to perma over heat I believe there is a specific setup in a t3 cruiser that allows for overheating for a very long time.
Moonlit Raid
Doomheim
#9 - 2017-03-24 17:47:02 UTC
Wolfino wrote:
Im not a fan
I think that overheating is used to get that little edge if overheated at the right time, like a nos in a car. if you can perma overheat or do it most of the time whats the point in not overheating everyone would just constantly overheat. If you want to perma over heat I believe there is a specific setup in a t3 cruiser that allows for overheating for a very long time.

Becasue it will cost more isk to permanently run like that.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.