How does overheating work eve




















However, Rack Heat is not immediately removed when a ship is docked or Repaired , it continues to dissipate at the normal rate; as a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired. The actual time required for a rack's heat to dissipate can be calculated using the following formula:. If we assume that low value is 0. Every time an overheated module's cycle ends, that module has a chance to deal Heat Damage not to be confused with the Thermal Damage dealt by ship weapons to itself and other modules on the same rack.

The amount of damage a module will deal to other modules on an overheat cycle is visible in game in a module's Show Info window, under the name Heat damage. These values are generally higher for smaller-ship modules, lower for larger-ship modules, and somewhat proportionate to the modules' cycle times.

Faster-cycling modules generally have lower heat damage. This Heat Damage value is the value which can be reduced by the skills listed at the top of this page. This is also the value which is increased by the negative system effect of Red Giant Wormhole systems.

Modules will not always deal heat damage to themselves or others on every cycle ending, but when they do deal heat damage they will always deal exactly their listed amount of damage.

Modules which have sustained heat damage will start to show red outlines around their icons in the hotbar more red indicating more heat damage. The red outline will flash when a module sustains further heat damage from additional overheat cycles.

Every module has a certain amount of hitpoints visible in its Show Info panel as Structure Hitpoints. In almost all cases, this value is 40HP, however for certain capital ship modules like Doomsday Weapons the value is in stead HP or HP indicating that these modules effectively cannot be burned out by other modules' heat damage. If a module sustains heat damage exceeding its structure hitpoints, the module will 'burn out', and be forcibly set offline.

A burned out module cannot be repaired with Nanite Repair Paste, and cannot be set online again or activated until it has been repaired. However, burned out modules are not destroyed or otherwise lost.

Ideally, burned out modules should be repaired via a starbase or structure repair shop, however if a burned out module is partially repaired by being Tethered to an Upwell Structure, it can be brought online again while still in space. Burned out modules do not automatically re-online after being repaired; they must be manually reactivated.

As was mentioned, modules being overheated can, but may not always, deal heat damage to themselves and other modules. The odds of this happening is based on several factors:. I had a fight once on an Eagle and the heat from my mwd did offline my cap booster -. Hi, I am a noob to the game but have found that my overheating experience is consistent with the information found here. The most important thing I have noticed is decreasing the cycle time on a module armor repper via rigs and RLML Rapid Light Missile Launcher significantly promotes heat damage and therefore the resultant spread across a rack.

My 2 groups of 2 RLML seperated by a drone link augmentor 1 or 2 last the same when overheated. With citadels giving free module reps via tethering, you can do a lot of overheat testing even on TQ and just catch free reps almost anywhere.

No nanite paste required. I sometimes gratuitously overheat my resist modules when undocking in Jita, then I just cozy up to a citadel a couple jumps later for module reps.

Ivr never noticed any set pattern to heat damage taken on my mods. The damage just appeared where it wanted. Got T-shirts from every which-where..

But to be forced into a pvp confrontation that I didn't want is wrong ccp. TunDraGon is recruiting! These forums have been archived and are now read-only. EVE General Discussion. Forum Index. First page Previous page 5 6 7 Goto page Overheating - A little too OP?

First post. Memphis Baas. So, overheating is a thing that's been added a number of years back, much like booster drugs and ship rigs. So there was a time before overheating existed, and some of us remember it. Things were the same as now. Some people won, some people lost. Based on using officer modules, faction ammo, or even based on having less internet lag than the enemy. The game has ALWAYS been about maximizing one single thing about your ship and making sure you only engage if the situation exactly matches that.

Simply put, overheating is one more thing that everyone maximizes, and if you take it away, the guy with the faction ammo, officer modules, bigger ship, and friends still wins.

So it's more work for them, to fix something that isn't broken. Anize Oramara. Memphis Baas wrote Shoulda Checked Local. Break-A-Wish Foundation. Vimsy Vortis. If you think overheating is OP you've clearly never burned out your modules. I also tend to agree its a bit too good. Could perhaps use just a very tiny balance pass. But I dont think that would substantially change anything except as a small tuning.

And against that, its important it remains as a universally available equalizer as compared to other boosts various consumables, bling modules etc, both in addition to them, and in their absence.

Very low priority. Working within acceptable parameters. Iron Krosz. Salvos Rhoska wrote: I also tend to agree its a bit too good. I OH in every fight to one degree or another.

Module placement in slots cannot be over stated, it is critical to success. Often that extra slot buffer will save your ship from death and squeak out a victory. Also worth mentioning: If you burn out a module completely it can only be repaired in a station.



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