How does nanite repair paste work
The effects of overheating vary depending on the module. 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 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. Modules that are overheated generate heat. This heat builds up in the ship separated by module racks , and causes damage other modules 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. Module heat damage is handled on a rack-by-rack basis, with the High Power, Mid Power, and Low Power modules each being handled independent of each other.
As overheated modules cycle, they build up heat within their racks. The three segmented bars in the center HUD, between the capacitor and hitpoint bars, are the heat indicators for the racks in order left-to-right of low mid high. Rack heat generation occurs continuously while modules are overheating, at a rate based on the number of modules being overheated, the type of those modules, and the size of the ship overheating them.
Larger ships generate rack heat more slowly than smaller ships. The values from these tables cannot be found in game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute heatAbsorbtionRateModifier , and hull heat generation modifiers can be found on ship hulls, under the attribute heatGenerationModifier.
Note that you don't need any skills at all, not even Thermodynamics, to be able to repair heat damaged modules using this paste. A module under repair cannot be used, and no other modules - on any rack, high mids or lows - can be overheated whilst one or more modules are being repaired. You can however repair and reload a turret at the same time. You can repair a bit at a time, by right-clicking on a repairing module and selecting Cancel Repair.
Neither of these skills are required to use nanite repair paste, they only make it more efficient. You have no indicator of how long a repair will take, or how much paste it will use, until the repair is finished, and there are no "partial" repairs. With Nanite Operation trained to III, the repair uses one unit of paste to heal 35 hitpoints of module damage. An unfinished repair will cancel following a gate jump or other session change.
Despite the high 5M ISK cost of the Nanite Interfacing skillbook, it's worth considering that it's uncommon during an E-Uni roam to stay in one system long enough, for a repair to complete with zero skills. Safely and quickly docking at a station with repair facilities may be your only opportunity to keep pace with the fleet, but your FC should be made aware of your intentions first!
Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Thanks for all of them and I'm glad you've enjoyed it! This was a great guide, I've read through it twice now and I learned quite a bit about a subject that doesn't usually get delved into this deeply. You've got nothing to lose by doing so and might just gift your killers with a big pile of burned out mods.
And who knows, all that overheating across the board might just save your ship. I hope I burned out at least one dropped module Exelent reading. I was always wondering how is posible to damage modules that i dont OH or even worse, how can i damage armor plate.
Now i know, and best part is fitting management, how to fit to OH longer. Great, we need years that somebody write something like this, all CCP did is give you module and look at him like idiot why is it burning so fast. EVERY skillbook shuld have description like this one, so when i actualy skill my toon, i skill myself too.
As a recent returning player to Eve, I've been concerned about pushing the "Overload" button thinking I'd break everything. After reading your article I can safely say I'm now fully clued up. Thank you for writing up in detail what would have otherwise taken me a lot of isk and burnt out modules to find out! Make good reserve for you're self then sell what you make until you need more. Welcome to Jester's Trek. Tuesday, December 6, Guide: Overheating. Introduction and Definition "Overheating" is defined as the action of "removing heat safeties" from the active modules of your ship and thereby allowing them to overload.
The process is analogous to over-clocking a gaming computer's processor or video cards for increased performance. This overloading operates on different modules in different ways, but usually makes the modules either more directly effective, or causes them to cycle more quickly.
Overheating can only be used on active modules: those modules that are actively engaged by pressing an F-key. Passive modules cannot be overheated, but can suffer from the results of overheating. Overheating modules is most often done in PvP combat scenarios for the purpose of gaining advantage over one's opponent or opponents during a fight. However, overheating can also be strategically used in PvE scenarios to either protect fleet-mates or provide advantage.
Overheating is not without its disadvantages, though! Doing so can potentially cause damage to your ship's modules, that can only be repaired with a special type of consumable resource called Nanite Repair Paste, or while docked in a station. And these repairs can be quite expensive. Even worse, if you overdo it while overheating, you can cause one or more of your modules to "burn out".
When this happens, you cannot repair these modules until the next time you dock in a station with a repair shop This guide will teach you the ins and outs of overheating, and how to use it wisely. Term Definitions You will hear many terms used that are associated with overheating, and a close examination of those terms will be useful before delving into the topic of overheating itself.
Overload bonus: This is the bonus that is provided to the module when it is overheated. Different modules have different types of overload bonuses. Weapons: causes the overloaded weapons module to either cycle more quickly thus increasing rate of fire and damage or simply do more damage.
Propulsion Jamming: causes the overloaded jammer to have a longer range. Defenses: causes the overloaded defensive module to create a higher resistance percentage, and therefore, a higher overall resist for the vessel. Transfers: causes the overloaded transfer module to cycle more quickly, thus having its intended effect and cap use, if applicable more quickly.
Heat Damage rate: This is a numerical figure representing the amount of heat damage a module is likely to take per cycle. Higher numbers represent a higher likelihood of the module receiving heat damage. Propulsion mods typically have the highest Heat Damage rate, followed by ECM and Propulsion Jamming modules and some types of Transfers, followed by Weapons, followed by Defenses, followed by all other types of modules.
Heat Emission rate: This is a numerical figure representing how likely it is that overheating this module will affect surrounding modules. Eventually you will burn your module out, making it inoperable. Overloading modules produces a LOT of heat which damages both the overloaded module and that which is around it in the rack. Please be aware that while Alpha Clones can perform any actions on a planetary colony, they will not be able or export anything to or from the colony.
With Nanite Operation trained to III, the repair uses one unit of paste to heal 35 hitpoints of module damage.
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