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Nanite Repair Paste
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El Yatta



Joined: 20 Oct 2006
Posts: 1272
Location: [.MF.] Mercenary Forces

PostPosted: Tue Dec 18, 2007 10:43 pm    Post subject: Nanite Repair Paste Reply with quote

How does it bloody work? I trained nanite operation, I put 1000 units in my cargo, and I overloaded some mods, broke a couple of them. I cant seem to get anything relevant on right click menu on the paste itself (no use, no repair, no shazam), dragging it onto the damaged modules doesnt do anything. Am I missing something really obvious?
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Torhas
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Joined: 28 Dec 2006
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PostPosted: Tue Dec 18, 2007 10:46 pm    Post subject: Reply with quote

Right click the damaged module?
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El Yatta



Joined: 20 Oct 2006
Posts: 1272
Location: [.MF.] Mercenary Forces

PostPosted: Tue Dec 18, 2007 10:57 pm    Post subject: Reply with quote

I WAS missing something really obvious. Thankyou! Thread over.
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Torhas
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Joined: 28 Dec 2006
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PostPosted: Tue Dec 18, 2007 11:47 pm    Post subject: Reply with quote

Haha, I wasn't sure if I was right or not, hence the question mark.

Score one for me \o/
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MrPopov



Joined: 09 Nov 2007
Posts: 14

PostPosted: Fri Dec 21, 2007 11:47 am    Post subject: Reply with quote

About the paste... Anyone using it as much as I am? lol

Messing around in L4 missions with a phoon overloading guns and launchers and hardeners and shit it's kinda cool. I need to get thermodynamics up a little bit to mitigate some of the heat buildup. overloading a full rack of 8 modules is not recommended

The interfacing skill is nice as it reduces the wait when repairing. The paste is relatively small to haul around, and my guess is about 100 units would be fine for PVP operations on a typical night.
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Dwindlehop



Joined: 13 Sep 2006
Posts: 232
Location: UGH - Rote Kapelle

PostPosted: Mon Dec 24, 2007 9:43 am    Post subject: Reply with quote

How many shots before a full rack explodes?
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James Lyrus
Keeper of the Commandments


Joined: 03 Mar 2007
Posts: 8063
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PostPosted: Mon Dec 31, 2007 9:49 am    Post subject: Reply with quote

This stuff is made of win. It's really awesome. Sure, you don't get overloading for long, but for bursts of laying down the smack, it's lovely.

Works nice with ECMs (but would be even better if ECM overloading didn't suffer stacking penalty).

PvE? Not so much. Same problem as using faction/T2 ammo, in that it does add up when you use it lots. Although I do overload from time to time, I tend to just leave it until I can dock to repair up.

As for shots, it depends a lot on the gun. As far as I can tell, there's a correlation between damage/shot, and RoF.

Arbitrary testing on a coercer on SiSi before Trinity said you get a bit less than a minute of continual fire with mediocre skills, before your mods start to offline.
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gluecksbaerchi



Joined: 03 Aug 2007
Posts: 2771
Location: <0.5

PostPosted: Tue Jan 08, 2008 1:03 pm    Post subject: Reply with quote

hm question. What about the consumption rate of them, I mean how much nanite paste thingies do you need to repair, say sth realistic, a 90% damaged mwd :P

I saw they're a bit expensive to be 1k per module repair, or at least I hope so.


Actually I wonder if I should stop hauling 3k of diff ammo types, stick to 1.5k and fill the rest with the paste oO
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Celedris



Joined: 05 Jul 2006
Posts: 589
Location: Nationwide!

PostPosted: Thu Jan 10, 2008 4:06 pm    Post subject: Reply with quote

I don't know it's just weird with the consumption. I have both nanite skills at lvl-3 atm, and best-named ECM with 50% damage only takes two or three paste. T2 MWD with 50% damage may easily chew up 25-30. That same MWD with only 20% damage will only use a couple paste though, and a very heavily damaged one may use 50ish. Best-named ECM with 20% damage will only ever use one paste.

Nanite consumption seems like a non-linear curve which goes up very quickly based on the amount of damage on the module, combined with some kind of multiplier based on either the meta level of the item, or simply a big multiplier just for T2 items.

You really don't need that much paste though; I'd think 200-300 is plenty for most people with nanite skills trained up, and the stuff hardly takes any cargo room anyway.
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gluecksbaerchi



Joined: 03 Aug 2007
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PostPosted: Thu Jan 10, 2008 4:10 pm    Post subject: Reply with quote

well or maybe the MWD is a medium one and ECM-modules are considered 'small', at least given their pg/cpu consumption. dunno just guessing.

Speaking about beeing nub, how are 'the two' skills are called and what do they do, and what do they require? I am at work so I can't check.. halp mee ^^
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James Lyrus
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Joined: 03 Mar 2007
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PostPosted: Thu Jan 10, 2008 7:22 pm    Post subject: Reply with quote

gluecksbaerchi wrote:
well or maybe the MWD is a medium one and ECM-modules are considered 'small', at least given their pg/cpu consumption. dunno just guessing.

Speaking about beeing nub, how are 'the two' skills are called and what do they do, and what do they require? I am at work so I can't check.. halp mee ^^


Nanite Operation, 5% less use of nanites/level (rank 2)
Nanite Interfacing, 20% increased repair amount/level (rank 3, needs mechanic 5, nanite operation 3).

Not to be confused with Nanite Control which is something to do with boosters, and Nanite Engineering which is a research skill.
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Aypse



Joined: 31 May 2007
Posts: 2110
Location: Dead Terrorists

PostPosted: Fri Jan 11, 2008 5:37 pm    Post subject: Reply with quote

How long does the repair process take?
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Celedris



Joined: 05 Jul 2006
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PostPosted: Sat Jan 12, 2008 11:24 pm    Post subject: Reply with quote

It's hard to say regarding repair time. I don't think anyone really knows the math behind overheat damage and repair cost/time. I think the time also depends on how much damage and/or meta-level of the item.

Just offhand, I was repairing most modules at around half damage or less in maybe 30-40 seconds. Usually able to repair during warp through 30-40au+ systems without holding up.
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James Lyrus
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PostPosted: Mon Jan 14, 2008 12:26 pm    Post subject: Reply with quote

IME repairs take long enough that you don't mid fight, but short enough that you can do it between fights without having to wait particularly.

I've not timed 'em though I'm afraid.
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inSpirAcy



Joined: 28 Nov 2006
Posts: 3441
Location: OAR MALPHA

PostPosted: Mon Jan 14, 2008 1:01 pm    Post subject: Reply with quote

I was playing with this yesterday. The repair process is quite long (like 20 seconds per module) and the unheating process is even longer.

Repair paste consumption was quite reasonable, though. I deliberately burned my Harbinger's entire high rack and some mids down to 50% and they only used up about 26 units to repair. So about 260K by market prices.
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