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Overheating: Difference between revisions

From EVE University Wiki
Skills: even though the screenshot is old, it's still good.
Controlling Overheating: flashing lights and Lock Overheat
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== Controlling Overheating ==
== Controlling Overheating ==


You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way -- note, though, that it won't turn on or off until the next cycle begins. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default you can overheat by holding down shift and pressing the key(s) required to activate a module normally.
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way -- note, though, that it won't turn on or off until the next cycle begins. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default you can overheat by holding down shift and pressing the key(s) required to activate a module normally. A module which has been set to overheat (or stop overheating) on its next cycle will have the green overheat light flash, until the new cycle begins and the overheat begins or ends.


In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the highslots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the highslots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.
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The effects of overheating vary depending on the module. Most weapons will generate more damage (in the region of 15%). Tackling modules like webifiers get more range (about 20%). Propulsion devices like [[Afterburner|Afterburners]] boost your speed even more (roughly 50% more). With such benefits, it is easy to see that overheating is very powerful in the right circumstances.
The effects of overheating vary depending on the module. Most weapons will generate more damage (in the region of 15%). Tackling modules like webifiers get more range (about 20%). Propulsion devices like [[Afterburner|Afterburners]] boost your speed even more (roughly 50% more). With such benefits, it is easy to see that overheating is very powerful in the right circumstances.


Not all modules can be overheated - cloaking devices and damage controls can't, for example.
There is also an option found by right-clicking the capacitor: "Lock Module Overheat State". When enabled, this blocks the ability to either overheat, or un-overheat (if they are already overheated), all modules. This can be used to prevent accidental overheating, however the inflexibility in it can just as easily cause other issues.
 
Not all modules can be overheated. For example, cloaking devices can't be overheated, and no passive modules can be overheated.


=== [[Wormhole_space#Red_Giant|Red Giants]] ===
=== [[Wormhole_space#Red_Giant|Red Giants]] ===