This chapter contains the standard information of this class pertaining to scheduling and class contents. The General Information should be sufficient to create a proper class topic for scheduling on the Eve University forum. Additional information relevant to the teacher is listed under Notes for the Teacher. Illustration link for class description on the Eve University forum:. A fairly short maybe introduction to the art of overheating. Although some of the class is primarily intended at newbies who might have received a notify You need thermodynamics skill at level 1.
So welcome to Overheating ! In this class we'll be looking at what overheating is and why you should be doing it. We'll go over what it actually is, how to do it, and what happens when you do it. Overheating - or overloading, the terms are interchangeable, but I will be using overheat - is the act of purposefully pushing a fitted active module beyond its normal limits, obtaining better performance for a short period of time.
The drawback of this is that the module overheats hence the name and becomes damaged. If you overheat it for too long, the module will break and you will not be able to use it again until you dock up and repair it.
A broken module is forcibly offlined, and you will need to repair it before being able to online it again. The majority of active modules can be overheated, although some cannot. Passive modules cannot be overheated. Any module able to be overheated will have a small green bar above its icon on your overview. To see what sort of bonuses you get when overheating, click the Show Info on any module and go to the Attributes tab. The Overload Bonus will be listed part way down.
Here are some example bonuses:. The bonuses are extremely significant, even for a short period of time. Note that the bonus on long range weapons and missiles does not increase the damage done, merely rate of fire.
Overheating these weapon systems will not give you a bigger alpha strike. Bonuses this large can make a huge difference to solo PvP, or even small gang PvP where one ship is very important. They are less significant in big fleets, although it does depend partly what role you have and what you are flying.
If your overheated warp disruptor gave you the extra range to stop the target getting away, resulting in a kill, then you can see it was very important.
I haven't included every overheatable module here, if it can be overheated it's always worth checking what the bonus is before you use it. Another very important point to remember is that bonuses that cause a module to cycle faster will have an impact on your capacitor life. Well fortunately there is precisely one skill required to be able overheat stuff, and that is this one: Thermodynamics link in chat.
You only need it at level 1, although there are benefits to training it higher than this that I'll cover later. You'll find it in the Engineering section of your skills, and it's a rank 3 skill, which means it only takes a couple of hours to get to level 2, and a couple of days to get to level 4 depending on your remaps and implants, of course. This was reduced some expansions ago, making overheating much more accessible for a lot of pilots.
The skill book is 4. But if you intend to go into PvP in a big way it could be the best 4. To overheat a module, you can click the little green bar above the module on the overview - it will have Toggle Overload in the mouseover text. You can also set keybinds to directly overheat modules. To find these, press Escape - Shortcuts - Modules. If a module is currently active, and you set it to overheat, it won't overheat instantly, but will overheat on the next cycle - the little green bar will flash to indicate that it is about to start overheating.
If the module is not currently active, it will not activate; but the little green bar will light up to indicate that when you do activate it, it will overheat. Stopping overheating works the same way. If the module is currently active, it will stop overheating on the next cycle, but it will remain active - the green bar will flash to indicate it is about to stop overheating. If you deactivate a module then it will also deactivate the overheat. To reiterate - turning the overheat status on or off does not affect whether the module is actually active or not.
If you want to overheat a lot of modules quickly, there are three small circular buttons immediately to the right to the right of the heads-up display - the upper will overheat all the high slots, the middle will overheat all the mid slots, and the lower will obviously overheat all the low slots link image below. You can also set shortcuts to do this, the same way as before. Overheat whenever you can! With the significant bonuses to range, speed, tank or DPS on offer, it would be silly not to.
Being aware of how overheating affects your modules enables you to judge when to overheat stuff. For example, tackle modules such as point, web or scram have a bonus to their range, enabling you to catch targets from further away. If you are a tackler and trying to catch a fleeing target, overheating theses modules will give you some significant advantages in tackling it. Once you do have it pointed or webbed, you can perhaps stop overheating it to avoid burning out your modules I'll talk a lot more about heat damage in a bit.
Overheating weapons will result in a big increase in your DPS. If you have a damage-dealer role, and you need to kill a target quickly maybe before their back-up arrives, or before they kill you then overheat your weapons. Finally, if you're about to die, overheat everything. It may just save your ship, and even if it doesn't, your opponent will loot a bunch of damaged or broken modules, costing him more money to fix them! Speaking of broken and damage modules: this big increase in effectiveness gained from overheating stuff does unfortunately come with a downside.
Whilst something is active and overheated, it causes heat damage to itself and other modules in the same rack. Managing your heat build-up is probably the most critical part to overheating successfully.
Coincidentally it's also the largest part of this class. Whilst modules are active and overheating, they, and other modules in the same section , will take heat damage. The amount of heat damage taken is a set amount, and can be seen in a module's Show Info.
This is the amount of damage a module has a chance to cause to itself or to other modules in the same rack per overheated cycle. The structure HP of a module can also be seen, and this is universally 40 HP. Once a modules damage exceeds its structure HP, it will be forcibly offlined also known as burnt out. The fact that it goes offline is important, and is both good and bad.
More about this later. Heat damage is shown around the edge of the circular module icons, as you can see in the picture on page 8 of the slideshow. However, heat damage is not the same every time you overheat.
Whether a module takes damage or not each cycle is a random chance, presumably using some kind of algorithm that CCP won't tell us about. Although we can't know exactly how heat damage is applied, we can do some experiments and draw our own conclusions.
All the following tests were carried out with Thermodynamics at level 1 by Kivena. Viewed 10k times. I have trained up thermodynamics and have been playing around with overloading, causing a reasonable amount of damage to all the equipment on my ship during all of my testing and I was wondering the following; How does overloading work How does heat spread between components on a rack, and How can I reduce the heat generated by overloading With all of the above in consideration, under what circumstances should I be overloading?
Improve this question. Add a comment. Active Oldest Votes. I will, however, give a short rambling on when and why I overload: Overloading gives a different bonus based on which type of module you are overloading.
Improve this answer. Zitt Phill. Zitt 2, 13 13 silver badges 18 18 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Screenshot of the Week. Submit your photo Hall of fame. You can also use a keyboard shortcut: by default you can overheat by holding down shift and pressing the key s required to activate a module normally.
A module which has been set to overheat or stop overheating on its next cycle will have the green overheat light flash, until the new cycle begins and the overheat begins or ends.
A module primed to overheat will stay primed after warping, but not after jumping or docking. In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack all the highslots, all the mid slots, or all the low slots via the small buttons to the left of each rack. 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. This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level.
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