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

Overheating: Difference between revisions

From EVE University Wiki
Undo revision 68683 by Cliverunner (talk)
use sk template, related class link
Line 1: Line 1:
{{related class|Overheating 101}}
'''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.
'''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.


Line 8: Line 9:
[[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.]]
[[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 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 overheat your modules is called {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics requires:


The skill required to be able to overheat your modules is called [[Skills:Science#Thermodynamics|Thermodynamics]]. Thermodynamics requires:
* {{sk|Power Grid Management|IV|mult=yes}}
* {{sk|Capacitor Management|III|mult=yes}}
* {{sk|Science|IV|mult=yes}}


* [[Skills:Engineering#Power_Grid_Management|Power Grid Management]] 4 (down from 5 after Rubicon 1.1)
Power Grid Management IV is a bit of time sink, but is highly recommended for new pilots because the extra 5% percent of powergrid makes it easier to maximize fittings on any ship.  The Thermodynamics skill itself reduces heat damage to your modules by 5% per level.
* [[Skills:Engineering#Capacitor_Management|Capacitor Management]] 3 (down from 5 before Dominion)
* [[Skills:Science#Science|Science]] 4
 
Power Grid Management level 4 is a bit of time sink, but is highly recommended for new pilots because the extra 5% percent of powergrid makes it easier to maximize fittings on any ship.  The Thermodynamics skill itself reduces heat damage to your modules by 5% per level.


=== Support Skills ===
=== Support Skills ===


* [[Skills:Engineering#Nanite Operation|Nanite Operation]] - Requires [[Skills:Armor#Mechanics|Mechanics]] 5 and provides a 5% reduction in Nanite Repair Paste consumption per level.
* {{sk|Nanite Operation|mult=yes|price=yes}} - Requires {{sk|Mechanics|V}} and provides a 5% reduction in Nanite Repair Paste consumption per level.
* [[Skills:Engineering#Nanite_Interfacing|Nanite Interfacing]] - Requires [[Skills:Armor#Mechanics|Mechanics]] 5, [[Skills:Engineering#Nanite Operation|Nanite Operation]] 3 and provides a 20% increase in damaged module repair amount per second.
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - Requires {{sk|Mechanics|V}}, {{sk|Nanite Operation|III}} and provides a 20% increase in damaged module repair amount per second.


== Controlling Overheating ==
== Controlling Overheating ==
Line 87: Line 86:
'''Notes'''
'''Notes'''


Shield Boosters and Armor Repairers have multiple effects
Shield Boosters and Armor Repairers have multiple effects.


Weapon DPS bonuses aren't uniform: missile launchers and long-ranged turrets (artillery, beam lasers and railguns) fire faster, while short-ranged turrets get more raw damage-per-shot. Both ultimately result in more DPS, but it's worth noting that overheating won't give you a bigger alpha strike when you're using missiles or long-ranged turrets.
Weapon DPS bonuses aren't uniform: missile launchers and long-ranged turrets (artillery, beam lasers and railguns) fire faster, while short-ranged turrets get more raw damage-per-shot. Both ultimately result in more DPS, but it's worth noting that overheating won't give you a bigger alpha strike when you're using missiles or long-ranged turrets.


== Heat ==
== Heat ==
Line 109: Line 108:
You can't use a module while it's being repaired, and you can't overheat anything while any module on your ship is being repaired.
You can't use a module while it's being repaired, and you can't overheat anything while any module on your ship is being repaired.


== Additional Reading ==
== External links ==
[http://jestertrek.blogspot.com/2011/12/guide-overheating.html http://jestertrek.blogspot.com/2011/12/guide-overheating.html]
* [http://jestertrek.blogspot.com/2011/12/guide-overheating.html Jester's Trek: Guide to Overheating] (2011)
 
The class page on [[Overheating_101]].
 
 
[[Category:Guides]]
[[Category:Guides]]
[[Category:PvP]]
[[Category:PvP]]