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Afterburner
From EVEWiki
- 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:
- 1,500,000 newtons for 1MN (Frigate)
- 15,000,000 newtons for 10MN (Cruiser)
- 150,000,000 newtons for 100MN (Battleship)
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 |
| Monopropellant I Hydrazine Boosters | 2 | 121.5 % | 20 Energy | 10 MW | 15 tf | |
| Cold-Gas I Arcjet Thrusters | 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 |
| Y-S8 Hydrocarbon I Afterburners | 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 |
| LiF Fueled I Booster Rockets | 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.
- The Auxiliary Thrusters Rig will improve base speed.
- The Polycarbon Engine Housing Rig will improve base speed and agility.
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.
- Skirmish Warfare Link - Rapid Deployment will add a speed boost to all Fleet members based on the command skills of the Gang Booster.
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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