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Afterburner

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For info on the "Afterburner" skill, see Afterburner (skill)

An Afterburner (or AB) is a medium-slot ship module that when activated increases a ship's maximum velocity.

When a properly sized Afterburner is Active, your speed is roughly doubled. While it isn't as much as a Microwarpdrive, the module doesn't increase signature radius as well. This makes it more capable of avoiding damage, if less adept at dictating the range of an engagement.

Aside from being more evasive than a MWD, an Afterburner can also keep functioning even when struck by a Warp Scrambler type Warp Jammer. In such an instance, a MWD ship would be reduced to normal speed, giving the speed advantage to the Afterburner ship. In this case, the Afterburner ship would very much dictate the range of engagement.

On the other hand, the MWD ship can simply use its superior speed to stay out of scramble range (7.5km to 9km, typically). If the MWD assailant can attack from that range, it would easily control the fight. Whether or not an Afterburner ship can counter a MWD ship depends on whether or not it can get into range in time, and on the weapons setup of the opposing ship.

Another benefit of the Afterburner is that it takes less resources to fit one. The Capacitor upkeep to run it is fairly mild, as well.

You can only have 1 Afterburner active at once. You can fit an Afterburner and a MWD on the same ship, but they cannot be active at the same time.

Contents

Thrust Factor & Size Classes

The interactions between ship size and Afterburner size are the same as with Microwarpdrives. Afterburners have a thrust factor associated with them, a different multiple of 15 for each size class:

The different classes of ship generally have a mass associated with them:

  • 1,000,000-1,500,000+ kg for Frigates and Destroyers
  • 10,000,000-15,000,000+ kg for Cruisers and Battlecruisers
  • 100,000,000-150,000,000+ kg for Battleships

The Thrust Factor of the Afterburner will adjust the speed bonus of the Afterburner, depending on the mass of the ship. If the ship weighs less than the Thrust Factor, you will gain additional speed. If it weighs more, you lose speed.

Mass Gain

You must take into account that Afterburners increase the mass of the ship when active. Each class of Afterburner will give a different mass gain appropriate to the class:

  • 500,000 for 1MN
  • 5,000,000 for 10MN
  • 50,000,000 for 100MN

These mass gains will offset the fact that you are provided with a roughly equal amount of additional thrust (i.e. 1,500,000 instead of 1,000,000) that the lightest ship would have enjoyed. It also makes the ship turn and accelerate slower.

Overfitting

If you fit a Cruiser class Afterburner onto a Frigate, the speed increase is enhanced by the Thrust Factor/Mass ratio, giving you much more than the intended increase in speed (even after the mass gain). The reverse is also true - if you fit a module that is too small for your mass, you will not gain much of anything.

It is fairly easy to do this with the help of powergrid enhancing modules. The speed increase can be similar to a Microwarpdrive, but without the penalties. However, you will suffer from extremely reduced turn rates and slow acceleration. It is probably only worth attempting such a setup for mission running.

Deadspace Missions

Since Microwarpdrives don't work in deadspace, you are left with only Afterburners to enhance your speed.

This does not apply to Faction Warfare deadspace areas, which permit MWDs to run.

Variations

Common Statistics amongst all Afterburners

Thrust Factor Activation Mass Penalty Cycle Time
1MN 1,500,000 500,000 10 sec
10MN 15,000,000 5,000,000 10 sec
100MN 150,000,000 50,000,000 10 sec

Frigate

Name Meta Level Max Velocity Bonus Activation Cost Powergrid Usage CPU Usage
Tech I 1MN Afterburner I n/a 112.5 % 20 Energy 10 MW 15 tf
Limited 1MN Afterburner I 2 121.5 % 20 Energy 10 MW 15 tf
Experimental 1MN Afterburner I 3 126 % 20 Energy 10 MW 15 tf
Tech II 1MN Afterburner II 5 135 % 22 Energy 11 MW 15 tf
Storyline 1MN Analog Booster Rockets 6 121.50 % 16 Energy 9 MW 13 tf
Faction Gallente Navy 1MN Afterburner 7 141 % 20 Energy 10 MW 17 tf
Shadow Serpentis 1MN Afterburner 7 141 % 20 Energy 10 MW 17 tf
Republic Fleet 1MN Afterburner 8 144 % 15 Energy 11 MW 15 tf
Domination 1MN Afterburner 8 144 % 15 Energy 11 MW 15 tf
Deadspace Coreli C-Type 1MN Afterburner 11 150 % 15 Energy 10 MW 17 tf
Gistii C-Type 1MN Afterburner 11 153 % 20 Energy 13 MW 15 tf
Coreli B-Type 1MN Afterburner 12 153 % 15 Energy 10 MW 18 tf
Gistii B-Type 1MN Afterburner 12 156 % 20 Energy 13 MW 15 tf
Coreli A-Type 1MN Afterburner 13 156 % 15 Energy 10 MW 19 tf
Gistii A-Type 1MN Afterburner 13 159 % 20 Energy 13 MW 15 tf

Cruiser

Name Meta Level Max Velocity Bonus Activation Cost Powergrid Usage CPU Usage
Tech I 10MN Afterburner I n/a 112.5 % 80 Energy 50 MW 25 tf
Experimental 100MN Afterburner I 3 126 % 80 Energy 50 MW 25 tf
Tech II 10MN Afterburner II 5 135 % 88 Energy 55 MW 25 tf
Storyline 10MN Analog Booster Rockets 6 112.50 % 64 Energy 45 MW 21 tf
Faction Gallente Navy 10MN Afterburner 7 141 % 80 Energy 50 MW 28 tf
Shadow Serpentis 10MN Afterburner 7 141 % 80 Energy 50 MW 28 tf
Republic Fleet 10MN Afterburner 8 144 % 60 Energy 55 MW 25 tf
Domination 10MN Afterburner 8 144 % 60 Energy 55 MW 25 tf
Deadspace Corelum C-Type 10MN Afterburner 11 150 % 60 Energy 50 MW 29 tf
Gistum C-Type 10MN Afterburner 11 153 % 80 Energy 63 MW 25 tf
Corelum B-Type 10MN Afterburner 12 153 % 60 Energy 50 MW 31 tf
Gistum B-Type 10MN Afterburner 12 156 % 80 Energy 63 MW 25 tf
Corelum A-Type 10MN Afterburner 13 156 % 60 Energy 50 MW 32 tf
Gistum A-Type 10MN Afterburner 13 159 % 80 Energy 63 MW 25 tf

Battleship

Name Meta Level Max Velocity Bonus Activation Cost Powergrid Usage CPU Usage
Tech I 100MN Afterburner I n/a 112.5 % 320 Energy 625 MW 50 tf
Experimental 100MN Afterburner I 3 126 % 320 Energy 625 MW 50 tf
Tech II 100MN Afterburner II 5 135 % 325 Energy 688 MW 50 tf
Storyline 10MN Analog Booster Rockets 6 112.50 % 256 Energy 563 MW 43 tf
Faction Gallente Navy 100MN Afterburner 7 141 % 320 Energy 625 MW 55 tf
Shadow Serpentis 100MN Afterburner 7 141 % 320 Energy 625 MW 55 tf
Republic Fleet 100MN Afterburner 8 144 % 241 Energy 688 MW 50 tf
Domination 100MN Afterburner 8 144 % 241 Energy 688 MW 50 tf
Officer Brynn's Modified 100MN Afterburner 11 150 % 241 Energy 625 MW 58 tf
Mizuro's Modified 100MN Afterburner 11 153 % 320 Energy 750 MW 50 tf
Tuvan's Modified 100MN Afterburner 12 153 % 241 Energy 625 MW 61 tf
Hakim's Modified 100MN Afterburner 12 156 % 320 Energy 750 MW 50 tf
Setele's Modified 100MN Afterburner 13 156 % 241 Energy 625 MW 63 tf
Gotan's Modified 100MN Afterburner 13 159 % 320 Energy 750 MW 50 tf
Cormack's Modified 100MN Afterburner 14 159 % 241 Energy 625 MW 66 tf
Tobias' Modified 100MN Afterburner 14 162 % 320 Energy 750 MW 50 tf
Deadspace Core C-Type 100MN Afterburner 11 150 % 241 Energy 625 MW 58 tf
Gist C-Type 100MN Afterburner 11 153 % 320 Energy 750 MW 50 tf
Core B-Type 100MN Afterburner 12 153 % 241 Energy 625 MW 61 tf
Gist B-Type 100MN Afterburner 12 156 % 320 Energy 750 MW 50 tf
Core A-Type 100MN Afterburner 13 156 % 241 Energy 625 MW 63 tf
Gist A-Type 100MN Afterburner 13 159 % 320 Energy 750 MW 50 tf
Core X-Type 100MN Afterburner 14 159 % 241 Energy 625 MW 66 tf
Gist X-Type 100MN Afterburner 14 162 % 320 Energy 750 MW 50 tf

Skills, Implants, Rigs, and Boosters

  • The Afterburner skill increases the duration of the Afterburner, thereby reducing the capacitor drain. However, it will increase the time it takes to turn off and restore your mass to normal.
  • The Acceleration Control skill will boost the effectiveness of a MWD or Afterburner by 5% per level.
  • The Navigation skill provides 5% more base velocity per level.
  • The Snake Implants (slot 1-6) enhance base speed (they now stack with speed modules).
  • The Halo Implants (slot 1-6) reduce Signature Radius.
  • The Slot 6 Rogue MY- series of Hardwirings enhance the speed increase of Afterburners or MWDs.
  • The Slot 6 Rogue CY- series and Shaqil's Speed Enhancer both increase the base speed of a ship.
  • The Slot 6 Rogue EY- series increases the duration of the Afterburner, thereby reducing the capacitor drain. However, it will increase the time it takes to turn off and restore your mass to normal.
  • The Slot 8 Rogue DY- series decreases the capacitor cost of Afterburners.
  • The slot 10 Skirmish Warfare Mindlink will add 50% more effectiveness to Skirmish Warfare Links, one of which provides a Gang boost to speed.
  • The X-Instinct series provides a Signature Radius reduction, but may reduce your base velocity as a side-effect.

Overheat

Overheating an Afterburner will increase its velocity bonus by 50%, making it one of the most substantial boosts to receive from Overheating. Even using it in small bursts can give you a huge speed advantage over an enemy that doesn't have the Thermodynamics skill.

Related Modules

  • Overdrive Injectors, which boost base speed (6.9% - 12.5%) at the cost of a percentage of your Cargohold.
  • Nanofiber Internal Structure modules, which also boost base speed (7.85% - 9.4%), as well as agility (13.1% - 15.8%) at the expense of a percenage of your ship's Structure.

History

  • In the very beginning, MWDs and Afterburners didn't have classes; one module fit any ship. Additionally, it was possible to activate more than one speed module.
  • Build 1352 had introduced the 1MN, 10MN, and 100MN size class split, which intentionally permitted players to fit a module one size larger if they could muster up the fitting statistics. Unfortunately, this worked far too well. When Cruisers equipped two 100MN Afterburners, it granted them incredible speeds faster than even Interceptors.
  • Build 2942 made it impossible to activate more than one MWD at once, defeating the dual MWD setups for good. Unfortunately, it was still possible to either utilize a MWD and an Afterburner or a pair of over-sized Afterburners for still insane speeds.
  • Build 3106 increased the effect of the mass increase, making ships wielding over-sized speed modules much slower to accelerate and turn. Afterburners joined the MWD in not being able to be activated in conjunction with another speed module. Since proper sized Afterburners were quite weak on their own, the speed boost was changed from 30% to 100%.
  • Quantum Rise would add in the effect of Warp Scrambler type Warp Jammers shutting down MWDs. This would be a huge boon to Afterburners, making Afterburner/Warp Scrambler combos a huge edge over MWD fits, provided the wielder could get into range.


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