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Overheating: Difference between revisions

From EVE University Wiki
Key Uses: grammar tweaks. Add Remote Repair notes.
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** 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.  
** 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.
** 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 almost always be used overheated, since they already offer a short-term, "burst" tank.
** 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 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.
** 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.
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.
* 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.
** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) 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.
** 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.