Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

User:Uryence/newheat: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
mNo edit summary
Uryence (talk | contribs)
No edit summary
Line 31: Line 31:
----
----


== Skills ==
== Controls ==
[[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 red indicators between the capacitor and shield/armor/hull bars are the heat accumulated in the low/mid/high racks, and the red shown on the module icons is the overheat damage sustained by the module. (Note that, while this screenshot was taken in 2010, Overheat mechanics and their interface have not changed.)]]
 
The skill required to be able to overheat your modules is called {{sk|Thermodynamics|mult=yes|price=yes}}. This skill reduced the heat damage from overheating by 5% per skill level. This is a starting skill for characters made after the September 2015 Vanguard update, but before the September 2019 update. (Older and newer characters will need to train the requisites and this skill on their own.)
 
=== Support Skills ===
 
* {{sk|Nanite Operation|mult=yes|price=yes}} - Requires {{sk|Mechanics|IV}} and provides a 5% reduction in Nanite Repair Paste consumption per level.
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - Requires {{sk|Mechanics|IV}}, {{sk|Nanite Operation|III}} and provides a 20% increase in damaged module repair amount per second.
 
=== Bonused Ships ===
 
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat which are tied to the skills required to fly them:
 
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level, when the associated electronic warfare Subsystem is fitted.


== Controlling Overheating ==
== Uses ==


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. A module primed to overheat will stay primed after warping, but not after jumping or docking.
Any overheated module increases its performance in some way. A complete table of heat bonuses follows below, but some of the most important effects to know are:


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.
* 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.
** 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.
* Heating '''[[Tanking|tank modules]]''' increases their effect.
** This is simplest and most obvious for active tank modules: shield boosters and armour repairers ''both'' repair more per cycle and cycle faster when heated. Note that the faster cycle means a heaver capacitor burden.
** Active resistance hardeners can also be overheated, however, and when heated they make your ship resist more damage. This means that overheating can also benefit some types of buffer tank and some types of passive shield tank.
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.
** Short-ranged turrets (pulse lasers, blasters, autocannon) get a bonus to their raw damage-per-shot.
** Long-ranged turrets (beam lasers, railguns, artillery) 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.


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.
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.


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.
=== Table of heat bonuses ===
 
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 systems with the Red Giant effect have a significant impact on overheating modules. On the one hand, the system effect increases the magnitude of module overheat effects (listed below), however on the other hand, the system effect also increases the damage inflicted by modules when they overheat, reducing margin of error and causing modules to burn out faster. Overheating in Red Giant systems must be done much more selectively than in other regions of space.
 
==Overheating Effects==


{| border="1" class="sortable"
{| border="1" class="sortable"
Line 106: Line 92:
|-
|-
|}
|}
== Skills ==
[[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 red indicators between the capacitor and shield/armor/hull bars are the heat accumulated in the low/mid/high racks, and the red shown on the module icons is the overheat damage sustained by the module. (Note that, while this screenshot was taken in 2010, Overheat mechanics and their interface have not changed.)]]
The skill required to be able to overheat your modules is called {{sk|Thermodynamics|mult=yes|price=yes}}. This skill reduced the heat damage from overheating by 5% per skill level. This is a starting skill for characters made after the September 2015 Vanguard update, but before the September 2019 update. (Older and newer characters will need to train the requisites and this skill on their own.)
=== Support Skills ===
* {{sk|Nanite Operation|mult=yes|price=yes}} - Requires {{sk|Mechanics|IV}} and provides a 5% reduction in Nanite Repair Paste consumption per level.
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - Requires {{sk|Mechanics|IV}}, {{sk|Nanite Operation|III}} and provides a 20% increase in damaged module repair amount per second.
=== Bonused Ships ===
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat which are tied to the skills required to fly them:
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level, when the associated electronic warfare Subsystem is fitted.
== 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. 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. A module primed to overheat will stay primed after warping, but not after jumping or docking.
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 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.
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 systems with the Red Giant effect have a significant impact on overheating modules. On the one hand, the system effect increases the magnitude of module overheat effects (listed below), however on the other hand, the system effect also increases the damage inflicted by modules when they overheat, reducing margin of error and causing modules to burn out faster. Overheating in Red Giant systems must be done much more selectively than in other regions of space.
==Overheating Effects==


'''Notes'''
'''Notes'''