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→Afterburners and microwarpdrives: HACs don't get the sig bonus anymore |
new section: Overheating |
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=== Dualprop Fitting === | === Dualprop Fitting === | ||
A ship may only have one afterburner and/or microwarpdrive running at a time. However, it is possible, and commonly done on certain ships, to fit both an afterburner ''and'' a microwarpdrive onto one ship, to exploit both the evasive abilities of an AB and the range control of an MWD. This fitting decision does mean sacrificing a Mid slot for the second module, but can be deemed worth it if, based on the ship's intended combat style and targets, the afterburner evasion is desirable enough. Such fits are sometimes described as "6MN", "60MN", or "600MN" (referring to the size of the two propulsion modules added together). | A ship may only have one afterburner and/or microwarpdrive running at a time. However, it is possible, and commonly done on certain ships, to fit both an afterburner ''and'' a microwarpdrive onto one ship, to exploit both the evasive abilities of an AB and the range control of an MWD. This fitting decision does mean sacrificing a Mid slot for the second module, but can be deemed worth it if, based on the ship's intended combat style and targets, the afterburner evasion is desirable enough. Such fits are sometimes described as "6MN", "60MN", or "600MN" (referring to the size of the two propulsion modules added together). | ||
=== [[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, which can easily 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 have extremely severe Heat Damage values. A 5MN Microwarpdrive can completely burn itself out in as little as ''three overheat cycles'', and severely damage 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. | |||
These overheat effects become especially noticeable on Combat [[Interceptors]], which feature a bonus that increases the overheat speed multiplier to ''100%'', and on ships using Oversized Afterburners, which will both benefit from the added acceleration, and be able to run their afterburners hot for exceedingly long times. | |||
===Related skills=== | ===Related skills=== | ||