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Eris Ernaga
GamersForChrist
108
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Posted - 2013.04.11 08:38:00 -
[1] - Quote
The ability to overheat our turrets which damages the turrets but adds extra damage, rate of fire, and range to the turret will never fully be destroyed as the overheat will automatically shut down at 0.01 health of the turret. Light turrets can not be over heated this is a heavy turret ability only, over heating takes a skill every level in to over heating reduces heat build up by 5%. If you know how over heating in EVE works you probably under stand the concept of destroying your weapons or modules to get the most out of them. It is very essential in a battle when you want a quick boost for hard fire power. Over heating can also manually be shut down and started back up after it's cool down time of 15 seconds. Modules can be used to help cool down the turrets while it is being over heated so that over heat can last longer. A nanite module can be placed in your low slots when activated it will help repair damaged turrets over time. The more damage your turret has sustained the less effective it is including loss of RoF, loss of damage, loss of tracking, faster over heat, and lack of range.
Non over heated gun:
150 damage 827 rpm
over heated gun
200 damage 900 rpm
25 seconds until gun reaches 0.01 automatic shut down 30 seconds until gun reaches 0.01 automatic shut down with over heat on level 5 40 seconds until gun reaches 0.01 automatic shut down with over heat on level 5 and over heat coolant module |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
106
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Posted - 2013.04.11 09:16:00 -
[2] - Quote
Extra damge from my railgun bc ioverheated it? Well, I can't really argue with doing like 6000dps :P |
Takahiro Kashuken
Red Star. EoN.
203
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Posted - 2013.04.11 10:05:00 -
[3] - Quote
Thats fine
EVE has it i dont see why we cannot do this
Then again ppl will cry OP when that blaster is just rocking damage and firing nonstop for a min
The nanite module is a no tho, it should be like EVE so nanite paste in the cargohold |
Eris Ernaga
GamersForChrist
113
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Posted - 2013.04.11 22:22:00 -
[4] - Quote
Charlotte O'Dell wrote:Extra damge from my railgun bc ioverheated it? Well, I can't really argue with doing like 6000dps :P
It wont up something that ridiculously high and the guns will be damaged and if they reach to low they will not work as properly. Plus they wont run for a minute in over heated without skills and modules. |
Eris Ernaga
GamersForChrist
115
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Posted - 2013.04.13 01:37:00 -
[5] - Quote
Looking for comments and feedback still thank you. |
Eris Ernaga
GamersForChrist
121
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Posted - 2013.04.13 22:15:00 -
[6] - Quote
What are your ideas on this players? |
Scheneighnay McBob
Bojo's School of the Trades
1215
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Posted - 2013.04.13 22:45:00 -
[7] - Quote
Makes no sense, IMO.
The "overheat" right now is a safety- to prevent the turret from warping. In reality, overriding this safety would make the turret less effective-not more. Probably also explains why blasters get less accurate and have a slower RoF when they're almost overheated. |
OryanRyan
Sebiestor Field Sappers Minmatar Republic
0
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Posted - 2013.04.13 23:01:00 -
[8] - Quote
I feel it should be a turret operator mod.
One redirects and drains their own shield energy to overdrive/overheat the turret. Using an equipment mod, or hacked variable.
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