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* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial. | * Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial. | ||
* Heating '''[[Tackling|tackle modules]]''' boosts their range. | * Heating '''[[Tackling|tackle modules]]''' boosts their range. | ||
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. | ** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. | ||
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave. | ** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave. | ||
* Heating '''[[Tanking|tank modules]]''' increases their effect. | * Heating '''[[Tanking|tank modules]]''' increases their effect. | ||
** Shield boosters and armour repairers gain both increased repair per cycle, ''and'' faster cycle times. This makes them some of the most powerful modules to overheat. Note that the faster cycle means a heaver capacitor burden. | ** Shield boosters and armour repairers gain both increased repair per cycle, ''and'' faster cycle times. This makes them some of the most powerful modules to overheat. Note that the faster cycle means a heaver capacitor burden. | ||
** Ancillary shield boosters and armour repairers should ''always'' be used overheated, as they have a limited number of effective cycles (meaning that you want to make the most of every cycle, and there is only minimal damage they can inflict). | ** Ancillary shield boosters and armour repairers should ''always'' be used overheated, as they have a limited number of effective cycles (meaning that you want to make the most of every cycle, and there is only minimal damage they can inflict). | ||
** Active resistance hardeners can be overheated to increase the damage resistance they provide. This means that overheating can also benefit some types of buffer tanks and passive shield tanks. | ** Active resistance hardeners can be overheated to increase the damage resistance they provide. This means that overheating can also benefit some types of buffer tanks and passive shield tanks. | ||
** ''Remote'' shield boosters and armor repairers gain reduced cycle times. For remote armor repairers, this reduces the delay before the first cycle lands; for remote shield boosters, this reduces the delay between the first and second cycles. | ** ''Remote'' shield boosters and armor repairers gain reduced cycle times. For remote armor repairers, this reduces the delay before the first cycle lands; for remote shield boosters, this reduces the delay between the first and second cycles. | ||
* Heating '''all [[ | * Heating '''all [[turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way. | ||
** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) get a bonus to their raw damage-per-shot. | ** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) get a bonus to their raw damage-per-shot. | ||
** Long-ranged turrets (beam lasers, railguns, artillery, vorton projectors) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns. | ** Long-ranged turrets (beam lasers, railguns, artillery, vorton projectors) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns. | ||
** All kinds of missile launcher get a bonus to rate of fire. | ** All kinds of missile launcher get a bonus to rate of fire. | ||
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. | At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them. | ||
=== All Heat Benefits === | === All Heat Benefits === | ||
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Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working and go offline (players often call this "burning out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module). | Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working and go offline (players often call this "burning out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module). | ||
=== Damage Mechanics | === Damage Mechanics === | ||
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows. | The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows. | ||
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* Faster-cycling modules tend to generate less heat per cycle. | * Faster-cycling modules tend to generate less heat per cycle. | ||
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. | Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. | ||
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack. | Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack. | ||
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Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired. | Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired. | ||
=== Preventing Heat Damage | === Preventing Heat Damage === | ||
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]] | [[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]] | ||
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Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module. | Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module. | ||
=== Repairing Heat Damage | === Repairing Heat Damage === | ||
==== Nanite Repair Paste | ==== Nanite Repair Paste ==== | ||
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time. | An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time. | ||
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A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloading charges. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers. | A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloading charges. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers. | ||
==== Tether | ==== Tether ==== | ||
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules. | When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules. | ||
==== Docked Repairs | ==== Docked Repairs ==== | ||
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too. | Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too. | ||
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There are also two skills which make paste repairs more efficient: | There are also two skills which make paste repairs more efficient: | ||
* {{sk|Nanite Operation|mult=yes|price=yes}} - | * {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level. | ||
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second. | * {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second. | ||
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=== Red Giant Wormholes === | === Red Giant Wormholes === | ||
Wormhole space systems with the [[ | Wormhole space systems with the [[Wormhole space#Red Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage. | ||
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
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| +36% | | +36% | ||
| +43% | | +43% | ||
| | | +50% | ||
|- style="background:#0A2A0A;" | |- style="background:#0A2A0A;" | ||
! Overheat Effect Bonus | ! Overheat Effect Bonus | ||
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When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is: | When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is: | ||
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math> | : <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math> | ||
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. | For example, at 60% rack heat, the rack will lose heat at 0.6%/second. | ||
Unlike heat generation, heat dissipation is constant across all ship sizes. | Unlike heat generation, heat dissipation is constant across all ship sizes. | ||
The actual time required for a rack's heat to dissipate can be calculated using the following formula: | The actual time required for a rack's heat to dissipate can be calculated using the following formula: | ||
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[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Ships]] | [[Category:Ships]] | ||
[[Category:Weapons]] | |||