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Author Topic: Overheating modules.  (Read 4304 times)

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Blackfuze

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Re: Overheating modules.
« Reply #5 on: September 29, 2008, 10:01:58 pm »
1&4: depends on your level of the skill Thermodynamics.

2a&b: yes, but you cant overload a module when another module is being repaired.

3: expensive is a relative term. it depends on how damaged the module is.

5: if you stop overloading the module doesn't stop its cycle. meaning it will be overloaded for the running cycle, even if you stop overloading it.

overloading takes some practice, buy some paste and go test it ;)

ok, cool. i appreciate the info... good stuff ^^
dont mix tank, guns... or random chemicals. because all of which make your ship turn into a fireworks display.

Please give me negative Karma, it makes me feel like a normal person.

Aki

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Re: Overheating modules.
« Reply #6 on: September 29, 2008, 10:13:49 pm »
1. Depends on how many modules are being heated, what your Therm skill is at, whether you've got a heat-sink mod, etc.. If you overheat something in EFT using r-click, you'll get a timer to the right of the mod for an idea of how long.

2. Yeah, but bear in mind your other mods will still take damage.
(b) I know nothing of paste and would like to learn all I can. ;)

3. Not really too bad. Repairing my megas whole high rack from severe damage usually costs me around half a mil or more.

4. Yup

5. You can turn heat off individual mods and they'll stop overheating after a cycle, yes, but it's important to note that they'll still take damage from any heated mods around them.

Hope that helped/wasn't terribly wrong. :)
« Last Edit: October 02, 2008, 06:48:02 am by Aki »

Blackfuze

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Re: Overheating modules.
« Reply #7 on: September 29, 2008, 10:52:49 pm »
1. Depends on how many modules are being heated, what your Therm skill is at, whether you've got a heat-sink mod, etc.. If you overheat something in EFT using r-click, you'll get a timer to the right of the mod for an idea of how long.

2. Yeah, but bear in mind your other mods will still take damage.
(b) I know nothing of paste and would like to learn all I can. ;)

2. can i have an offlined module sucking up some of the damage.
2b. if so can i repair it (with paste) while im still using my guns

3. Not really too bad. Repairing my megas whole high rack from severe damage usually costs me around half a mil or more.

4. Yup

5. You can turn heat off individual mods and they'll stop overheating after a cycle, yes, but it's important to note that they'll still take damage from any heated mods around them.

Hope that helped/wasn't terribly wrong. :)

nope, between you and leon, i learned all i was going to learn from a forum, in a few days ittl be time to roll out the fire extinguisher ^^. if you dont get that, your beyond help... so ill let you know how that goes, and what ive learned.... might even write a guide on module overload... maybe.
dont mix tank, guns... or random chemicals. because all of which make your ship turn into a fireworks display.

Please give me negative Karma, it makes me feel like a normal person.

Aki

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Re: Overheating modules.
« Reply #8 on: September 30, 2008, 05:04:58 am »
It took some time for heat to actually sink in with me since I wasn't used to making it part of my fights, but believe me you'll get hooked on the stuff. You might just end up a heat junkie, wondering what you ever did without it. ;D

Blackfuze

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Re: Overheating modules.
« Reply #9 on: September 30, 2008, 02:52:57 pm »
It took some time for heat to actually sink in with me since I wasn't used to making it part of my fights, but believe me you'll get hooked on the stuff. You might just end up a heat junkie, wondering what you ever did without it. ;D

you mean like Ogre II's?
dont mix tank, guns... or random chemicals. because all of which make your ship turn into a fireworks display.

Please give me negative Karma, it makes me feel like a normal person.
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