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training:game_mechanics:overheating [2017/04/29 00:58]
NTchrist old revision restored
training:game_mechanics:overheating [2019/02/25 20:28] (current)
Fof ↷ Links adapted because of a move operation
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 The amount of heat produced is dependent on the individual module'​s heat damage value (visible in the attributes tab), modified by Thermodynamics skill level. ​ The hull class it's mounted on seems to have no effect, although frigate-class modules produce significant amounts of heat and can burn out entire racks by themselves quite quickly, while battleship-class modules scarcely produce any at all and can be run for extended periods of time with excellent passive effects. ​ For now let's establish some basic facts about heat damage, spreading, and mitigation. The amount of heat produced is dependent on the individual module'​s heat damage value (visible in the attributes tab), modified by Thermodynamics skill level. ​ The hull class it's mounted on seems to have no effect, although frigate-class modules produce significant amounts of heat and can burn out entire racks by themselves quite quickly, while battleship-class modules scarcely produce any at all and can be run for extended periods of time with excellent passive effects. ​ For now let's establish some basic facts about heat damage, spreading, and mitigation.
  
-[[eve:​ships:​cruisers:start#​tech_3|Strategic Cruisers]] get a bonus which reduces heat damage and substantially extends the amount of heat you can use.+[[eve:​ships:​cruisers#​tech_3|Strategic Cruisers]] get a bonus which reduces heat damage and substantially extends the amount of heat you can use.
  
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   *10-second cycle time (damages '''​1.9/​s''',​ '''​1.14/​s''',​ and '''​0.82/​s'''​ respectively)   *10-second cycle time (damages '''​1.9/​s''',​ '''​1.14/​s''',​ and '''​0.82/​s'''​ respectively)
  
-Speed boost equal to or better than an HG snake set depending on ship mass.  Great for interceptors and frigates when you need the speed to survive or to get a critical warpin, but it won't last long thanks to 1mn MWDs producing the most heat damage of any overloadable module, twice over.  For already fast [[Covert Ops]] and [[:Category:Recon|Recon Ships]] it can mean near-invincibility when jumping into a gatecamp. ​ For many cruisers and even some battleships,​ overloading your MWD can mean the difference between getting safely back to the gate and jumping out, or dying horribly 0.5km from jump range; never be afraid to overheat your MWD if you jump into a gatecamp, just don't assume it will give you the speed to burn ''​out''​ of the bubble when you otherwise wouldn'​t have a chance.+Speed boost equal to or better than an HG snake set depending on ship mass.  Great for interceptors and frigates when you need the speed to survive or to get a critical warpin, but it won't last long thanks to 1mn MWDs producing the most heat damage of any overloadable module, twice over.  For already fast [[eve:​ships:​frigates:​covert_ops]] and [[eve:ships:cruisers:Combat_Recon|Recon Ships]] it can mean near-invincibility when jumping into a gatecamp. ​ For many cruisers and even some battleships,​ overloading your MWD can mean the difference between getting safely back to the gate and jumping out, or dying horribly 0.5km from jump range; never be afraid to overheat your MWD if you jump into a gatecamp, just don't assume it will give you the speed to burn ''​out''​ of the bubble when you otherwise wouldn'​t have a chance.
  
 ===Webs=== ===Webs===
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   *10 second cycle time   *10 second cycle time
  
-Overloading [[EWAR#ECCM|ECCM]] at the beginning of a fight before hostile ECM has been killed or driven off is absolutely recommended. The module takes a few minutes to burn out, so micromanaging its use is not necessary.+Overloading [[eve:​pvp:​electronic_warfare:​ecm#eccm|ECCM]] at the beginning of a fight before hostile ECM has been killed or driven off is absolutely recommended. The module takes a few minutes to burn out, so micromanaging its use is not necessary.
  
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 **τ = hgm (τ<​sub>​1</​sub>​ + τ<​sub>​2</​sub>​ + ... + τ<​sub>​n</​sub>​)** **τ = hgm (τ<​sub>​1</​sub>​ + τ<​sub>​2</​sub>​ + ... + τ<​sub>​n</​sub>​)**
  
-Setting the per module &tau; to 0.025 made my graphs match his.  hgm stands for heat generation multiplier, and varies from ship to ship and is visible in [[EVEMon]].  Lower means less heat buildup.+Setting the per module &tau; to 0.025 made my graphs match his.  hgm stands for heat generation multiplier, and varies from ship to ship and is visible in Evemon.  Lower means less heat buildup.
  
 ^ Ship Class^Heat Generation Multiplier^ ^ Ship Class^Heat Generation Multiplier^
training/game_mechanics/overheating.1493427509.txt.gz · Last modified: 2017/04/29 00:58 by NTchrist