![]() ![]() In a battleship sized hull you can repair modules while using acceleration gates, in a cruiser sized hull you warp faster but you can definitely repair while warping back to the agent or warping out of the site. If you aren't doing that, you are sacrificing speed. You don't want to burn modules out or have to repair mid pocket, but as a broad rule of thumb efficient clearing of PVE content should involve overheating enough that your heat meter hits at least 25-30% on one of the three racks at least once per encounter. If you've never overheated in PVE, you are taking too long. Other stuff is dirt cheap - one battleship bounty will cover heat damage from multiple missions. Guns can be a bit more noticeable than tank, propulsion or weapon precision modules however, and they burn out faster. There are overheat guides out there I am certain as well as PvP videos and twitch streamers that can show you more about that but every PvP video that I have seen involves overheating. In PvP you need to overheat but that is not for me to tell you how.Īs with anything in Eve google and youtube are your friend. However everything in Eve is situational and play-style dependent so if you can find a way to make isk faster than you are spending it on heat repair then more power to ya. But I fail to see how it will be usefull if I keep having to dock to repair my overheat modules and nanite paste is even less of an option with cost and having to turn off the mod. I've heard overheat damage is expensive to repair although admittedly I have no clue. For me with PvE it seems it's all about sustainability. I am a PvE player I know in PvP fights are often won or lost by less than 2% structure so overheating is important there. I've been playing this game since early 2009. Normally I walk away from a fight with my guns and tank burning red, or a ship wreck :)Īs a logi, I overheat reps on the first cycle or two to 'stabilise' whoever I'm repping, usually using 3 reppers and leaving my 4th 'spare' and pre-overheated to save the ass of the next guy (it's more efficient to heat 3 reppers and have a spare repper ready to go immediatly then to cycle all 4 and have to wait 5 seconds before you can give reps to the next guy the enemy go for) Overheat guns when I see enemy logi on the way, or need to take out a dps heavy ship ASAP before my tank breaks Start taking a bit of deeps to the face, overheat tank a little to 'stabilise' (keep a reasonable amount of health to stay in the fight, or tank to stretch out how long you can live depending if you're active tanked or not) Once enemy tackled, turn off tackle heat, start pew-pew. ![]() Overheating is super situational, but to break down an 'average' fight it normally goes:Īpproach enemy, overheating my point/webs to establish 'range control' (either scram at earliest opportunity to catch up, or get point early till I can hit a comfortable orbit within my point range unheated) ![]()
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