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Why are there 2 tech paths for damage control modules?

Author
Grookshank
Center for Advanced Studies
Gallente Federation
#1 - 2014-02-14 18:52:20 UTC
Can anyone explain to me why there are two tech paths for those?

There is Basic Damage Control and it's 4 variations, which have all the same stats, meta level 0 and are relatively expensive on the market.

And then there is the normal path of Damage Control I and its 4 variations which are better, cheaper and tech meta level 0-4 like usual.

The only other difference is, that the latter require Hull Upgrades I, but that can't really be the issue, can it?
Zenith Gravit
LionGate Enterprises
#2 - 2014-02-14 20:39:53 UTC
I think you need to look at the stats again...
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#3 - 2014-02-14 20:42:05 UTC
Theres couple such itemlines, i have no idea but i guess they are "old" items or somethin.
Nimrod vanHall
Van Mij Belastingvrij
#4 - 2014-02-14 20:48:40 UTC
I might be mistaken but there should be a meta 0 thats player build from a blueprint, the other metas up till 4 drop from rats. There is the meta 5 thuis build by players and is commonly known as the tech two. the others with the same stats as the basic player build damage control l used to drop from rats in the past. But all meta 0 drops have been changed to scrapmetal drops about a year ( maybe 2 ) ago.
the reason the different meta 0's are more expensi e is due to rarity.l
Termy Rockling
Sebiestor Tribe
Minmatar Republic
#5 - 2014-02-14 20:50:32 UTC
Issue here is that theres 2 meta1, 2 meta2 etc etc on certain items.
Generally the other line is rather useless.
Cyrek Ohaya
Blazing Sun Group
#6 - 2014-02-14 22:19:12 UTC
Haven't been playing this for long enough to understand this, but presumably they are old mods that CCP reluctantly wanted to clean up.
Grookshank
Center for Advanced Studies
Gallente Federation
#7 - 2014-02-14 22:21:07 UTC
Zenith Gravit wrote:
I think you need to look at the stats again...

I don't think so, please enlighten me. The one line has 5 similar items which all suck.
Grookshank
Center for Advanced Studies
Gallente Federation
#8 - 2014-02-14 22:26:50 UTC
Cyrek Ohaya wrote:
Haven't been playing this for long enough to understand this, but presumably they are old mods that CCP reluctantly wanted to clean up.

Seems probably, thanks.
Huttan Funaila
Caldari Provisions
Caldari State
#9 - 2014-02-14 23:13:24 UTC
There are 2 separate families of damage controls that share the same name. Roll

Family one only requires mechanics skill:
http://games.chruker.dk/eve_online/item.php?type_id=5835
(Notice the variations)

Family two is better and requires hull upgrades skill:
http://games.chruker.dk/eve_online/item.php?type_id=5843
(again notice that this family has different variations and much better resists)
Joanna RB
JoJo Industries n Shipbreakers
#10 - 2014-02-15 15:25:45 UTC  |  Edited by: Joanna RB
The 'basic' family is the civilian version of the regular item, while some civilian items have only one variant and are named, for example, 'Civilian Shield Booster', some civvy items have a full family of 5 varients like the normal item. The first one is names 'Basic' while the other 4 are varients of the meta 1-4 names - for example 'Alpha' instead of 'Beta', or 'Type D' instead of 'Type E'.

Items with these families include damage controls, like you said, but also expanded cargoholds, nanos, reinforced bulkheads, coprocessors, signal amplifiers, cap rechargers, cap power relays and several others. Some modules just have the 'Basic' but no varients, presumably these are ones that should be renamed 'Civilian' but they have not got round to it - an example of this is the passive hardeners for both armour and shield.

The 'basic' varients are, as a rule, totally poo - but very light on CPU.