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Overheating

First post
Author
Sjugar
Science and Trade Institute
Caldari State
#21 - 2012-02-24 17:58:16 UTC
Dibblerette wrote:
Liang Nuren wrote:
Muad 'dib wrote:
Most use heat as a last ditch effort to kill/tank/run anyway.


I say overheat early, overheat often!

-Liang


This! Just remember to keep track of your parts. If I had one ISK for every time burning out a module cost me a kill, I'd have one ISK because that ****ing sucked and I made sure it never happened again Big smile
The kills you make (or the survives) because of overheating far outweigh the ones that got away.

Overheating start with like one module, like your disruptor to give it some extra range or your mwd, to get that quick boost in speed. Build it up till you're comfortable with it and in the end you won't get home without damaged mods and you won't leave station without paste in your cargo.
WolfeReign
Caldari Provisions
Caldari State
#22 - 2012-02-25 09:53:57 UTC
If only paste wasn't so damn expensive.....the bane of WH space i guess P


p.s. only saying its expensive because it adds up very very fast in wh space if you overheat alot
Hrett
The Scope
Gallente Federation
#23 - 2012-02-25 13:36:26 UTC
It would be cool if there was a 'radiator' rig or some such that increased heat absorption. Seems like I burn out my MWD in one cycle or so on frigs.

spaceship, Spaceship, SPACESHIP!

Muad 'dib
State War Academy
Caldari State
#24 - 2012-02-25 14:58:39 UTC
Hrett wrote:
It would be cool if there was a 'radiator' rig or some such that increased heat absorption. Seems like I burn out my MWD in one cycle or so on frigs.


Ive surgested this a few times for new rigs or even modules specificly designed to absorb a racks heat faster than any modules etc

frigs have the worst issues with mwd heat which actually makes the least sense.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Ahrieman
Codex Praedonum
Divine Damnation
#25 - 2012-02-25 16:45:12 UTC  |  Edited by: Ahrieman
Confirming that I OH my stuff all the time. For those of you just learning about overheating, EFT will now show time to module burn time out based on how you load the mods in the rack. This will help you to fit your ship in the best way to absorb that heat. Also, Don't overheat the whole rack unless you have to or for some sort of last ditch effort.

Had a rifter 1v1 the other day and had to turn off heat so I wouldn't burn out my guns. Had to turn it back on when I was in hull. I won with 99% heat damage on my guns!

Solo Rifter since 2009

Tanya Powers
Doomheim
#26 - 2012-02-25 17:10:28 UTC  |  Edited by: Tanya Powers
Jeremy Ironforge wrote:
Why not give T2 modules higher hp? Or maybe T3 modules. That would make T3 cruisers all about Overheating and will allow to achieve high perfomance with market fitting.


The performance difference between Faction/DED/officer mods that DON'T need you to train specialisations already offer overall better performances than T2, the argument being the price tag difference witch looks like pay to win and this is not even close to be fair enough.

When you spend months and months of training exclusively something like gunnery just for example, 2 races is about 6 -/+ months full training for over 12.5 million SP, you expect that this effort IS rewarded by a significant win in DMG and general performance but it's not the case if you factorise the drawbacks of using those

T2 mods should be able to support a lot more dmg from heating than it does and specially if you have already trained thermodynamics at least at 4.
While you can burn your T2 launchers in 4 or 5 cycles, then not even 50%dmg with faction ones, I think I missed something or something is deeply wrong in the game logic behind heating mechanics has also the interest of training T2 mods, other than the obvious pay to win faction stuff.

Edit because I can:

Faction ammo gets out of nowhere, or just build with reprocess, there's almost no interaction or players effort with far too many advantages.

T2 ammo requires basic raw materials that you can also get from reprocess but: also needs a lot of T2 components witch means other players efforts to build those materials, players to invent those bpc's and players to build that ammo, indirectly you managed to make a lot of people interact all together.
Except obvious raw numbers in dps terms, the drawbacks of using stuff build by players can be considered extreme, lower dps because sign explosion far too big, speed penalty, tracking penalty, bad heat support, CPU/PG requirements extreme

Those drawbacks should be there where there's no need to train but to get your credit card to play (plex->isk->funky faction stuff->enjoy) and those are faction/DED Items. T2's should offer much better performances in all aspects.
The availability argument was maybe valid back at stone age but isn't any more, game evolved, market evolved it's maybe time to make important things in the game evolve too in the better and greater good sense.
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