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m Terra infector adoudel moved page Overloading to Overheating over redirect: Move to proper and more common name |
Change overloading to overheating |
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''' | '''Overheating''' (sometimes also called '''overloading''') a module allows you to get more output from it for a short time. As the name suggests, overheating isn't something you can do indefinitely. Eventually you will burn your module out, making it inoperable. | ||
However, if used with care or in an emergency, the benefit gained from an | However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward. | ||
Overheating -- and knowing how and when to do it -- is a very important skill in small fleet and solo PvP. | |||
== Skills == | == Skills == | ||
[[File:Overheating.jpg|350px|thumb|right| | [[File:Overheating.jpg|350px|thumb|right|Overheating in action. The repper in the lowslots is not active but is primed to overheat when it is reactivated. The buttons for overheating the full mid and low racks have lit up because the pilot has overheated all the modules that can be overheated in these racks. The Damage Control in the second low slot is an example of a module which cannot be overheated.]] | ||
The skill requirements for | The skill requirements for overheating were lowered significantly with the Dominion expansion (in December 2009) bringing it within the reach of relatively new players (and therefore more of Eve University's pilots). | ||
The skill required to be able to | The skill required to be able to overheat your modules is called [[Skills:Science#Thermodynamics|Thermodynamics]]. Thermodynamics requires: | ||
* [[Skills:Engineering#Engineering|Engineering]] 5 | * [[Skills:Engineering#Engineering|Engineering]] 5 | ||
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* [[Skills:Mechanic#Nanite_Interfacing|Nanite Interfacing]] - Requires [[Skills:Mechanic#Mechanic|Mechanic]] 5, [[Skills:Mechanic#Nanite Operation|Nanite Operation]] 3 and provides a 20% increase in damaged module repair amount per second. | * [[Skills:Mechanic#Nanite_Interfacing|Nanite Interfacing]] - Requires [[Skills:Mechanic#Mechanic|Mechanic]] 5, [[Skills:Mechanic#Nanite Operation|Nanite Operation]] 3 and provides a 20% increase in damaged module repair amount per second. | ||
== Controlling | == Controlling Overheating == | ||
You can begin | 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. | ||
In some circumstances, you may need to | 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. | ||
The effects of | 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 | Not all modules can be overheated - cloaking devices and damage controls can't, for example. | ||
== | ==Overheating Effects== | ||
{| border="1" class="sortable" | {| border="1" class="sortable" | ||
|+Sortable by Module Type, | |+Sortable by Module Type, Overheat Effect, and Percent Bonus | ||
!Module Type !! | !Module Type !! Overheat Effect !! Percent Bonus | ||
|- | |- | ||
| Afterburner || Speed Bonus || 50% | | Afterburner || Speed Bonus || 50% | ||
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== Heat == | == Heat == | ||
Modules that are | Modules that are overheated generate heat. This heat builds up relatively quickly over time, and causes damage to the module, and any module next to it in the same rack. Heat damage is what limits the use of overheating and has to be balanced between the need for the extra boost, and the risk of losing the module entirely. | ||
Every module has a certain amount of health (visible in the repair shop or when you compare multiple mods from the variants tab on the info screen) and | Every module has a certain amount of health (visible in the repair shop or when you compare multiple mods from the variants tab on the info screen) and overheating does a set amount of damage, found in the attributes tab of the info window for the module. When the amount of heat damage is greater than the module health, the module will 'burn out' and cease working until it is repaired in a station's repair shop. | ||
Two modules | Two modules overheated, and next to each other in the same rack will damage each other as well as themselves, causing them to burn out that much faster. Care has to be taken whilst fitting a ship to try and fit modules that are likely to be overheated away from each other. Note that whether or not modules are 'next to each other' is determined on the fitting screen, and not the location of the buttons on your screen in space. Moving the buttons around has no effect on heat transfer. | ||
This is because in addition to taking the listed heat damage in the info tab, each | This is because in addition to taking the listed heat damage in the info tab, each overheated mod has a percentage chance to damage other modules in the rack. This "splash damage", when multiplied by having more than one module overheated, can lead to very rapid heat damage. The tachyometer-looking heat displays around the capacitor in the central HUD display a kind of damage multiplier, from 1-4, that increases the amount of heat damage taken the more heat is built up in the rack. | ||
Some people fit offlined modules in between modules they plan on | Some people fit offlined modules in between modules they plan on overheating to act as a 'heat sink' and limit the transfer of heat. Of course, this means a slot isn't being fully used, and could be a waste, so a balance has to be struck (however, this can be a good option for utility slots, eg. the 8th high slot on a ship with 7 missile or turret hardpoints). What happens is, if the RNG for the splash damage hits the offlined module or the empty slot, no damage is done and you can effectively overheat longer. | ||
== Repairing Heat Damage == | == Repairing Heat Damage == | ||