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Overheating: Difference between revisions

From EVE University Wiki
m Added an overload effects summary table
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The big change here is the lowering of the required level of Energy Management down from 5 to 3, making it much faster to train. Engineering level 5 is still quite a time sink, but is highly recommended for new pilots for other reasons: the final extra five percent of powergrid makes it easier to maximise fittings on any ship.
The big change here is the lowering of the required level of Energy Management down from 5 to 3, making it much faster to train. Engineering level 5 is still quite a time sink, but is highly recommended for new pilots for other reasons: the final extra five percent of powergrid makes it easier to maximise fittings on any ship.
[[File:Overheating.jpg|350px|thumb|right|Overloading in action. The repper in the lowslots is not active but is primed to overload when it is reactivated. The buttons for overloading the full mid and low racks have lit up because the pilot has overloaded all the modules that can be overloaded in these racks. The Damage Control in the second low slot is an example of a module which cannot be overloaded.]]


== Controlling Overloading ==
== Controlling Overloading ==
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Not all modules can be overloaded - cloaking devices and damage controls can't, for example.
Not all modules can be overloaded - cloaking devices and damage controls can't, for example.
[[File:Overheating.jpg|350px|thumb|right|Overloading in action. The repper in the lowslots is not active but is primed to overload when it is reactivated. The buttons for overloading the full mid and low racks have lit up because the pilot has overloaded all the modules that can be overloaded in these racks. The Damage Control in the second low slot is an example of a module which cannot be overloaded.]]


==Overloading Effects==
==Overloading Effects==
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| Hull Repair || Duration Bonus || -15%
| Hull Repair || Duration Bonus || -15%
|-
|-
| Launchers || Damage Bonus || 15%
| Launchers || DPS Bonus || 15%
|-
|-
| MicroWarpdrive || Speed Bonus || 50%
| MicroWarpdrive || Speed Bonus || 50%
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| Shield Transport || Duration Bonus || -15%
| Shield Transport || Duration Bonus || -15%
|-
|-
| Turrets || Damage Bonus || 15%
| Turrets || DPS Bonus || 15%
|-
|-
| Warp Disruptor || Range Bonus || 20%
| Warp Disruptor || Range Bonus || 20%
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|-
|-
|}
|}
Note: Shield Boosters and Armor Repairers have multiple effects
 
'''Notes'''
 
Shield Boosters and Armor Repairers have multiple effects
 
Weapon DPS bonuses aren't uniform: missile launchers and long-ranged turrets (artillery, beam lasers and railguns) fire faster, while short-ranged turrets get more raw damage-per-shot. Both ultimately result in more DPS, but it's worth noting that overheating won't give you a bigger alpha strike when you're using  missiles or long-ranged turrets.


== Heat ==
== Heat ==