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Propulsion equipment: Difference between revisions

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Afterburners ("AB") and microwarpdrives ("MWD") are the most common propulsion modules, and appear in almost all ship fittings. These are active modules, which when activated consume capacitor energy to significantly increase a ship's top speed and acceleration, but also increase its mass, making it less maneuverable.
Afterburners ("AB") and microwarpdrives ("MWD") are the most common propulsion modules, and appear in almost all ship fittings. These are active modules, which when activated consume capacitor energy to significantly increase a ship's top speed and acceleration, but also increase its mass, making it less maneuverable.


Afterburners boost a ship's maximum speed by around 130-200%, while microwarpdrives increase speed by around 500-700%. Compared with afterburners, then, microwarpdrives offer a much greater speed boost. However, they also use more capacitor energy, reduce the ship's total capacitor capacity when fitted, increase the ship's [[signature radius]] when active, can be shut down by [[scram|warp scramblers]], and are generally harder to fit.
Afterburners boost a ship's maximum speed by around 130–200%, while microwarpdrives increase speed by around 500–700%. Compared with afterburners, then, microwarpdrives offer a much greater speed boost. However, they also use more capacitor energy, reduce the ship's total capacitor capacity when fitted, increase the ship's [[signature radius]] when active, can be shut down by [[scram|warp scramblers]], and are generally harder to fit.


Afterburners and microwarpdrives both have 10-second cycle times, and cannot be deactivated prematurely. However, the cycle time of afterburners can be reduced to a minimum of 7.5 seconds by training the skill {{sk|Afterburner}}. Capital ship-sized afterburners and microwarpdrives have 20-second cycle times instead. These modules do not have cooldowns, and can be left running continuously, provided capacitor energy is available.
Afterburners and microwarpdrives both have 10-second cycle times, and cannot be deactivated prematurely. However, the cycle time of afterburners can be reduced to a minimum of 7.5 seconds by training the skill {{sk|Afterburner}}. Capital ship-sized afterburners and microwarpdrives have 20-second cycle times instead. These modules do not have cooldowns, and can be left running continuously, provided capacitor energy is available.
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{| class="wikitable"
{| class="wikitable"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! AB Size
! AB Size
! MWD Size
! MWD Size
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For afterburners, the pattern is fairly straightforward. Higher-tech afterburners grant larger speed bonuses. Faction and deadspace afterburners have lower capacitor costs, and come in two types: one consuming extra CPU ([[Gallente]]/[[Serpentis]]), one consuming extra powergrid ([[Minmatar]]/[[Angel Cartel]]).  
For afterburners, the pattern is fairly straightforward. Higher-tech afterburners grant larger speed bonuses. Faction and deadspace afterburners have lower capacitor costs, and come in two types: one consuming extra CPU ([[Gallente]]/[[Serpentis]]), one consuming extra powergrid ([[Minmatar]]/[[Angel Cartel]]).  
{| class="wikitable collapsible collapsed" style="text-align: center; width: 900px;"
{| class="wikitable collapsible collapsed" style="text-align: center; width: 900px;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! AB Type
! AB Type
! Meta Level
! Meta Level
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| 1
| 1
| 125%
| 125%
| -20%
| −20%
| (Normal)
| (Normal)
|-
|-
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| 125%
| 125%
| (Normal)
| (Normal)
| -10% PWG / -15% CPU
| −10% PWG / −15% CPU
|-
|-
| Tech 2
| Tech 2
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| 6
| 6
| 135%
| 135%
| -20%
| −20%
| -10% PWG / -15% CPU
| −10% PWG / −15% CPU
|-
|-
| Shadow Serpentis / Federation Navy
| Shadow Serpentis / Federation Navy
| 8
| 8
| 145%
| 145%
| -10%
| −10%
| +10% CPU
| +10% CPU
|-
|-
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| 8
| 8
| 145%
| 145%
| -10%
| −10%
| +10% PWG
| +10% PWG
|-
|-
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| 10
| 10
| 150%
| 150%
| -10%
| −10%
| +15% CPU
| +15% CPU
|-
|-
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|10
|10
|150%
|150%
| -10%
| −10%
| +15% PWG
| +15% PWG
|-
|-
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| 12
| 12
| 155%
| 155%
| -10%
| −10%
| +20% CPU
| +20% CPU
|-
|-
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| 12
| 12
| 155%
| 155%
| -10%
| −10%
| +20% PWG
| +20% PWG
|-
|-
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| 14
| 14
| 160%
| 160%
| -10%
| −10%
| +25% CPU
| +25% CPU
|-
|-
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| 14
| 14
| 160%
| 160%
| -10%
| −10%
| +25% PWG
| +25% PWG
|-
|-
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| 16
| 16
| 165%
| 165%
| -10%
| −10%
| +30% CPU
| +30% CPU
|-
|-
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| 16
| 16
| 165%
| 165%
| -10%
| −10%
| +30% PWG
| +30% PWG
|}
|}
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As with afterburners, faction and deadspace microwarpdrives come in two types: one consuming extra CPU but with reduced activation cost (Gallente/Serpentis), and one consuming extra powergrid  but with reduced signature radius bloom (Minmatar/Angel Cartel).
As with afterburners, faction and deadspace microwarpdrives come in two types: one consuming extra CPU but with reduced activation cost (Gallente/Serpentis), and one consuming extra powergrid  but with reduced signature radius bloom (Minmatar/Angel Cartel).
{| class="wikitable collapsible collapsed" style="text-align: center;width: 900px;"
{| class="wikitable collapsible collapsed" style="text-align: center;width: 900px;"
|- style="background-color: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! MWD Type
! MWD Type
! Meta Level
! Meta Level
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| (Normal)
| (Normal)
| (Normal)
| (Normal)
| -25%
| −25%
| +500%
| +500%
|-
|-
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| 1
| 1
| 505%
| 505%
| -10%
| −10%
| (Normal)
| (Normal)
| -25%
| −25%
| +500%
| +500%
|-
|-
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| 505%
| 505%
| (Normal)
| (Normal)
| -10% PWG / -15% CPU
| −10% PWG / -15% CPU
| -25%
| −25%
| +500%
| +500%
|-
|-
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| (Normal)
| (Normal)
| (Normal)
| (Normal)
| -20%
| −20%
| +450%
| +450%
|-
|-
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| +10%
| +10%
| +10% PWG
| +10% PWG
| -20%
| −20%
| +500%
| +500%
|-
|-
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| 6
| 6
| 510%
| 510%
| -20%
| −20%
| -10% PWG / -15% CPU
| −10% PWG / -15% CPU
| -15%
| −15%
| +450%
| +450%
|-
|-
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| 8
| 8
| 512%
| 512%
| -10%
| −10%
| +10% CPU
| +10% CPU
| -10%
| −10%
| +475%
| +475%
|-
|-
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| (Normal)
| (Normal)
| +10% PWG
| +10% PWG
| -10%
| −10%
| +450%
| +450%
|-
|-
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| 10
| 10
| 514%
| 514%
| -10%
| −10%
| +15% CPU
| +15% CPU
| -7%
| −7%
| +450%
| +450%
|-
|-
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| (Normal)
| (Normal)
| +15% PWG
| +15% PWG
| -7%
| −7%
| +430%
| +430%
|-
|-
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| 12
| 12
| 516%
| 516%
| -10%
| −10%
| +20% CPU
| +20% CPU
| -5%
| −5%
| +430%
| +430%
|-
|-
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| (Normal)
| (Normal)
| +20% PWG
| +20% PWG
| -5%
| −5%
| +410%
| +410%
|-
|-
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| 14
| 14
| 518%
| 518%
| -10%
| −10%
| +25% CPU
| +25% CPU
| -3%
| −3%
| +410%
| +410%
|-
|-
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|(Normal)
|(Normal)
| +25% PWG
| +25% PWG
| -3%
| −3%
| +390%
| +390%
|-
|-
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| 16
| 16
| 520%
| 520%
| -10%
| −10%
| +30% CPU
| +30% CPU
| -0%
| −0%
| +390%
| +390%
|-
|-
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|(Normal)
|(Normal)
| +30% PWG
| +30% PWG
| -0%
| −0%
| +350%
| +350%
|}
|}
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Such fits are sometimes described as "6MN", "60MN", or "600MN" (referring to the size of the two propulsion modules added together).
Such fits are sometimes described as "6MN", "60MN", or "600MN" (referring to the size of the two propulsion modules added together).


=== [[Overheating]] ===
=== Overheating ===
Prop mods can be extremely impactful, but also extremely dangerous, modules to overheat. Overheating a prop mod increases its speed multiplier by 50% (multiplicatively), which means greatly improved top speed but more importantly greatly increased acceleration. This can often make the difference between catching a target and them escaping, or being caught versus making a quick change of direction to escape.
Prop mods can be extremely impactful, but also extremely dangerous, modules to [[overheat]]. Overheating a prop mod increases its speed multiplier by 50% (multiplicatively), which means greatly improved top speed but more importantly greatly increased acceleration. This can often make the difference between catching a target and them escaping, or being caught versus making a quick change of direction to escape.


However, this power comes at a risk: prop mods generate more rack heat than any other modules, and microwarpdrives in particular have extremely severe head damage values. A 5MN MWD, for instance, can completely burn itself out in as few as ''three'' overheated cycles, severely damaging any tackle modules being run alongside it along the way. Very unusually though, the heat damage inflicted by prop mods vastly decreases at larger sizes, to the point that a 100MN afterburner can potentially be overheated for over a minute and a half before being in danger of burning out.
However, this power comes at a risk: prop mods generate more rack heat than any other modules, and microwarpdrives in particular have extremely severe head damage values. A 5MN MWD, for instance, can completely burn itself out in as few as ''three'' overheated cycles, severely damaging any tackle modules being run alongside it along the way. Very unusually though, the heat damage inflicted by prop mods vastly decreases at larger sizes, to the point that a 100MN afterburner can potentially be overheated for over a minute and a half before being in danger of burning out.
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* {{sk|Micro Jump Drive Operation|I}} is required to use any micro jump drives and reduces the spool up time duration by 5% per skill level.
* {{sk|Micro Jump Drive Operation|I}} is required to use any micro jump drives and reduces the spool up time duration by 5% per skill level.
* {{sk|Anchoring|I}} is required to use the Mobile Micro Jump Unit.
* {{sk|Anchoring|I}} is required to use the Mobile Micro Jump Unit.


[[Category:Fitting]]
[[Category:Fitting]]