These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Rubicon 1.1] Overheating Iterations

First post
Author
Sephira Galamore
Inner Beard Society
Kvitravn.
#21 - 2014-01-16 16:11:32 UTC  |  Edited by: Sephira Galamore
With overheating becoming more prevalent now... can we get a Mobile Repair Station?

Mostly thinking of W-space here tbh, but k-space would certainly benefit aswell. I could imagine them requiring Nanite Repair Paste to run, less than repairing modules without the deployable, but about as much or a bit more than in-station repairs.

Hmm... iirc there is another thread for deployables somewhere... if i find it and no one in there suggested as much I'll post it there, too.
Kagura Nikon
Native Freshfood
Minmatar Republic
#22 - 2014-01-16 16:22:39 UTC
Diivil wrote:
Also just a side point, does overheating a bubble launcher even matter? I'm not sure how the breakpoints work here but they have 5 seconds duration which I think translates to 5 ticks. -15% would make that 4.25 seconds which I think still also translates as 5 ticks? Someone correct me if I'm wrong on this. Hopefully it's at least 1 second faster but that's not how other mods in the game work.



you are right.. its an useless thing. Only works to destroy your own module.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Rek Seven
University of Caille
Gallente Federation
#23 - 2014-01-16 16:24:31 UTC  |  Edited by: Rek Seven
Kagura Nikon wrote:

Why not make smartbombs overheat be a RANGE increase instead of ROF?


Why quote the entire body of a post right above you?


@ CCP Fozzie, the changes look good to me. However, i think i remember you saying you were going to introduce rigs that affect overheating... Is that still the case?
Bienator II
madmen of the skies
#24 - 2014-01-16 16:31:31 UTC
any plans to make the hidden overheating attributes visible? T2 emit more heat than the rest but you do not see it via the ingame attributes.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

CCP Fozzie
C C P
C C P Alliance
#25 - 2014-01-16 16:32:16 UTC
Rek Seven wrote:
Kagura Nikon wrote:

Why not make smartbombs overheat be a RANGE increase instead of ROF?


Why quote the entire body of a post right above you?


@ CCP Fozzie, the changes look good to me. However, i think i remember you saying you were going to introduce rigs that affect overheating... Is that still the case?


I took another in depth look at the planned module this release and decided that it wasn't needed in that form. We may add more rigs and/or modules that affect heat in the future but not the Nanobot Overcharger.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Conrin
Elucidated Brethren of the Ebon Knights
Elucidated Empire
#26 - 2014-01-16 16:42:51 UTC
While you are looking at overheating... whenever you dock up and undock your shields instantly regen, however when you dock up and undock, heat still remains (not damage just the heat in the rack) would it not make sense for it to have leached away in the same way as your shields are instantly recharged?

If I win a bid for one of your characters please evemail or convo me. While i try to keep reviewing my active bids its not always possible.

Rek Seven
University of Caille
Gallente Federation
#27 - 2014-01-16 16:57:15 UTC
Fair enough. I sure would like to see modules or rigs that reduce the heat damage or one that would allow my loki webs to reach out to their "proper range" again Blink
Tyrant Scorn
#28 - 2014-01-16 16:58:22 UTC
CCP, for a brief moment I thought Rubicon 1.1 was going to kick us in the balls and be very thin in it's features and I have to say I am very happy to read these series of Dev Posts because these are the kind of changes that will bring more interesting gameplay.

Please don't slack on the User Interface, I think a lot of things can be improved by just having a better UI and having information made available better... So kick those UI guys in the chin and make it happen.
Weaselior
GoonWaffe
Goonswarm Federation
#29 - 2014-01-16 17:13:35 UTC
I think these are a lot of neat changes, thanks for making these. Should open up a bunch of new possibilities.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Harvey James
The Sengoku Legacy
#30 - 2014-01-16 17:19:44 UTC
its funny you mention almost everything but ecm mods how come?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

CCP Fozzie
C C P
C C P Alliance
#31 - 2014-01-16 17:20:52 UTC
Harvey James wrote:
its funny you mention almost everything but ecm mods how come?


ECM can already overheat.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Quinn Corvez
Perkone
Caldari State
#32 - 2014-01-16 17:21:42 UTC  |  Edited by: Quinn Corvez
Because you can already overheat ECM.

Edit: damn, you beat me to it.
Alx Warlord
The Scope
Gallente Federation
#33 - 2014-01-16 17:29:47 UTC
Also, remember that overheat SUX for modules T2 .... This could be different....
Altrue
Exploration Frontier inc
Tactical-Retreat
#34 - 2014-01-16 17:37:00 UTC
Alx Warlord wrote:
Also, remember that overheat SUX for modules T2 .... This could be different....


Is it still the case ?

While we are at it, Overheat mechanics have changed quite a lot over the years, and I don't think I've seen two wikis with the same explaination about how Overheating exactly works.
Some official documentation on the matter wouldn't hurt.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Sara Navorski
Sebiestor Tribe
Minmatar Republic
#35 - 2014-01-16 17:38:56 UTC
Conrin wrote:
While you are looking at overheating... whenever you dock up and undock your shields instantly regen, however when you dock up and undock, heat still remains (not damage just the heat in the rack) would it not make sense for it to have leached away in the same way as your shields are instantly recharged?


Aye. We're in a station with infinite capacity and unlimited power.

Surely someone can find me a few buckets of water to pour over my guns?
Domanique Altares
Rifterlings
#36 - 2014-01-16 17:43:26 UTC
Altrue wrote:

Some official documentation on the matter wouldn't hurt.


:effort:
Lephia DeGrande
Luxembourg Space Union
#37 - 2014-01-16 17:44:39 UTC
I demand a remote "Heat-damage-repair" Module now. Thank you CCP...
Maximus Andendare
Stimulus
Rote Kapelle
#38 - 2014-01-16 17:52:52 UTC
Harvey James wrote:
its funny you mention almost everything but ecm mods how come?
It's helpful to know what you're talking about before commenting.

Enter grid and you're already dead, destined to be reborn and fight another day.

>> Play Eve Online FREE! Join today for exclusive bonuses! <<

Hatsumi Kobayashi
Perkone
Caldari State
#39 - 2014-01-16 17:52:58 UTC
Is it possible for you to post the Heat Emission and Heat Damage attributes for those modules?

No sig.

MeBiatch
GRR GOONS
#40 - 2014-01-16 18:12:33 UTC
CCP Fozzie wrote:
Harvey James wrote:
its funny you mention almost everything but ecm mods how come?


ECM can already overheat.



and when heat was added to ecm you reduced its affectiveness by 10% too?

or is ecm perma op?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.