This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
training:game_mechanics:overheating [2019/01/02 21:01] Fof |
training:game_mechanics:overheating [2019/02/25 20:28] (current) Fof ↷ Links adapted because of a move operation |
||
---|---|---|---|
Line 69: | Line 69: | ||
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. |
---- | ---- | ||
Line 162: | Line 162: | ||
*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 [[eve:ships:frigates:covert_ops: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. | + | 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=== | ||
Line 210: | Line 210: | ||
*10 second cycle time | *10 second cycle time | ||
- | Overloading [[corps:dronv:sl1de:training:game_mechanics: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. |
---- | ---- | ||
Line 229: | Line 229: | ||
**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 τ to 0.025 made my graphs match his. hgm stands for heat generation multiplier, and varies from ship to ship and is visible in [[corps:dronv:sl1de:training:game_mechanics:EVEMon]]. Lower means less heat buildup. | + | Setting the per module τ 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^ |