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EVE New Citizens Q&A

 
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Could some one explain the Tiers of modules? Also Abbreviations???

Author
Django Schultz
Brutor Tribe
Minmatar Republic
#1 - 2014-02-18 14:47:26 UTC
What is the ranking of tiers low to high?

What are the benefits of using a higher tier module?

I've heard mention of officer and faction modules and ships that are usually quite expensive, i have no idea.

Im assuming it takes a while to skill into these higher tiers? Level V's and ****.

Also could anyone link something to explain all the abbreviations people use?

Thanks

Cara Forelli
Caldari Colonial Defense Ministry
Templis CALSF
#2 - 2014-02-18 14:55:35 UTC  |  Edited by: Cara Forelli
Tech 1 and Tech 2 modules are created by players. There are other mods called "meta" modules or "named" modules which are dropped by npcs and can't be made by players. If you click the "attributes" tab in the info window you can see the "meta number" which gives you a rough idea how effective the module is.

Here is the order:

-Tech 1 (Meta 0)
-Meta 1
-Meta 2
-Meta 3
-Meta 4
-Tech 2 (Meta 5)
-Storyline, Faction, Deadspace, Officer (meta 6 - 14)

For a new player, fitting "meta" mods is very useful. The Meta 1-4 modules only require the skills of the tech 1 variant, but give better performance. Sometimes the meta 4 version is actually slightly better than tech 2. In most cases, the meta modules are also easier to fit with respect to CPU and powergrid so they are sometimes used by players than can use tech 2 variants but have tight fitting requirements.

If you aren't sure which module to buy, select any of them and show info. Then go to the variations tab and click compare to compare the statistics of each. Sort by meta number and first look at the attribute you are interested in (HP for a shield extender for example). Then compare the CPU and powergrid needs and choose the one that best suits your needs.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Khanh'rhh
Sparkle Motion.
#3 - 2014-02-18 15:23:57 UTC  |  Edited by: Khanh'rhh
The easiest thing to do, is to use the in-game compare tool to look at stats. Open a module (lets say, Armor Thermic Hardener I) and hit compare at the bottom of the variations tab.

On the left, hit the stats you are interested in.

Try "CPU usage, meta level, thermal damage resistance bonus"

If you rank them by the damage resistance column, you will see that broadly, a higher meta number is better. However, if you look for the Meta 5 item (T2) you will see that it is better than or equal to Meta 8/9 in it's resistance bonus.

http://puu.sh/70YlK.png

In most cases, then, T2 is where to aim. You can probably see that the faction items give the same bonus as T2 hardeners, but use less CPU. This can be useful on some fits, but based on price is usually not a good idea. An example of them nearly always being a good idea is on Blackops battleships, as they are tight on CPU.
It usually takes either deadspace or officer modules to be better out-right than T2, which are very expensive. In this example, to get a 2.5% bonus over T2, you need to buy a deadspace hardener, which is around ~50mil

The goal for 95/100 ships is a full T2 fit. In some rare cases, the Meta 4 module is better than the T2 one; in these examples they offer the same bonus but easier fitting. Several EWAR modules follow this general theme.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Thomas Builder
Center for Advanced Studies
Gallente Federation
#4 - 2014-02-18 15:35:14 UTC
Django Schultz wrote:
Im assuming it takes a while to skill into these higher tiers? Level V's and ****.
Not really.

T2 modules do require higher skills, but all other modules (even the very best officer modules) usually require the same skill as the basic Tech 1 Meta 0 module.

Be warned that if you fit too many expensive modules (Faction and better), people might start to kill you in order to steal them.
tgl3
The Scope
Gallente Federation
#5 - 2014-02-18 16:48:09 UTC
With regards to abbreviations, check out EVE University's article

http://wiki.eveuniversity.org/Category:Eve_Lexicon

With regards to meta/tech levels, see Cara's post above.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#6 - 2014-02-18 17:41:28 UTC
Django Schultz wrote:
What is the ranking of tiers low to high?

What are the benefits of using a higher tier module?


Meta 0: Tech 1 Items. These modules are all player produced by manufacturing.
Meta 1-4: Named modules. Generally, the higher the meta level, the "better" the module. However, it might be better because it has more range or damage (guns) or potency (EWAR), or it might simply be easier to fit (lower CPU/PG). Realize, this is not 100% the case, but simply a general rule of thumb. These modules drop from destroyed NPCs only.

Meta 5: These are T2 Items. In general, T2 have higher fittings (CPU/PG) than named modules, but often have better performance. This is only occasionally true, as many Meta 4 modules have the same stats as T2, with low fitting and better overheating performance.

Meta 6: Storyline. These come from mission agent rewards (or the BPC's they give). Sometimes these are better than T2, but often aren't. Generally they are valued because they have low fittings compared to other modules.

Meta 7-9: Faction Modules: These drop from faction NPC rats and LP stores. They are generally equivalent to, or better than T2 items.

Meta 10-14: A/B/C/X Type Deadspace modules: These are deadspace modules and drop from combat Plexes. They generally are better than T2 modules and faction modules, but are mostly valued for their rarity.

Meta 10-14: [Officer Name]'s Module: These drop from officer rats that spawn rarely in asteroid belts or at the end of plex escalation chains. These are usually better than t2 modules and faction modules, but are also mostly valued for their rarity.


Generally speaking, T2 are the hardest to train for and fit. Faction, Deadspace, and Officer modules have lower requirements for using them, which also makes them valuable to players that want t2 effectiveness without the t2 training times.