These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Expensive Modules and T2 Rigs Review

Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#1 - 2011-10-15 02:31:50 UTC
We have all seen the faction and deadspace modules in EFT warrior fits, and though we oftentimes ridicule the authors for increasing the value of the ship by 300% with each module, sometimes expensive modules are worth it. I'd like to get your feedback on expensive modules: when, on what, and where it is most appropriate to use them. While the term expensive varies for each person, I will just set down the price of 15 mil per module or rig as the lower limit.

Please state which modules exceeding 15 mil per unit are worth fitting, which ships and fittings, fleet comps, and areas (HS, LS, 0.0) make them worth fitting, and perhaps also the reason(s) which justify fielding those items. This way, people can have a better idea of when it is appropriate to purchase various items on contract or in the marketplace. I am especially interested in seeing your favorite T2 rigs, and faction/deadspace modules. Discussion is not closed to officer modules, but I am expecting to be really surprised if they came up and interested in the justifications for them.

Ex.
Item and cost range - ship and cost range - type of fitting required - fleet comp/support required - justification

Thanks in advance.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#2 - 2011-10-15 05:49:58 UTC
Mission running (or any other risk-less activity) - you won't lose your ship unless you're being an idiot, might as well get some more performance out of it.

Capital and especially supercapital ships - those 2b worth of modules might save your 20b ship. To a lesser extent this applies to some TII or TIII ships as well.

Last, certain modules which give a significant advantage over TII counterparts - for example often used warp disruptors with longer range. This gives you the ability to keep your enemy pinned down, while staying out of his point range yourself.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#3 - 2011-10-15 06:48:17 UTC
Andy Landen wrote:
Please state which modules exceeding 15 mil per unit are worth fitting, which ships and fittings, fleet comps, and areas (HS, LS, 0.0) make them worth fitting, and perhaps also the reason(s) which justify fielding those items. This way, people can have a better idea of when it is appropriate to purchase various items on contract or in the marketplace. I am especially interested in seeing your favorite T2 rigs, and faction/deadspace modules. Discussion is not closed to officer modules, but I am expecting to be really surprised if they came up and interested in the justifications for them.

Ex.
Item and cost range - ship and cost range - type of fitting required - fleet comp/support required - justification

Thanks in advance.


-T2 medium resist rigs (12-30M)
Literally any T2 cruiser you need to shore up a resist on. Surprisingly cheap compared to buffer rigs.

-Good faction shield and armor hardeners (except invulns) (10-30M)
Fitting only, helps squeeze on hardeners where you might otherwise have to use ANPs or downgrade in other areas to get enough CPU.

-Dread Guristas, Shadow Serpentis, Dark Blood, Fed Navy webs (40-100M)
Huginn w/ single or double web, obviously for kiting shield gangs. Combined with the recon bonus, you're getting an incredible range boost over T2 as well as better heat performance. And a Huginn, even with double webs, can have a very reasonable tank, especially when you're combining that with smart piloting (i.e. not trying to close up to brawl range) and competent logistics.

-True Sansha web (140M)
Loki, plated and brick-tanked, for supporting AHACs or Abaddons. The half-recon bonus means faction webs are important for extending somewhat lackluster base range. Easily one of the tankiest ships in-gang, so you shouldn't be dying too often in this, except to maybe an alphafleet.

-Any faction medium neut
Curse. The tiny range advantage over T2 or meta 4 means the only place this makes sense is on a range-bonused hull.
Aamrr
#4 - 2011-10-15 06:58:35 UTC
Not an item, per se, but you'd be crazy not to use at least a low-grade talisman or slave set with a neuting bhaalgorn. My preference is for the talismans, and I'll go heavy on the trimark rigs instead of using energy port maximizers.
Grimpak
Aliastra
Gallente Federation
#5 - 2011-10-15 08:12:16 UTC
deadspace ANP's.

near T2 EANM performance (or better) for 1 grid only.

C-type ones are usually 15-20mil each. bit costly for what is mostly a frigate mod (can be used in other ships tho), but the performance gained is good.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Tanya Powers
Doomheim
#6 - 2011-10-15 12:08:14 UTC
Dark Blood Warp disruptor makes wonders in Arazu's & Lachesis

Serpentis warp scrambler, Fed Navy Web, Faction EANP's makes your gang Proteus the tankiest heavy tackle around with very good dps when it manages to get in range

3 Fed Navy MFS's makes you feel like your Vindicator/Navy Megathron finally spit some dps

T2 Explo rigg coupled with Faction EANP+ DC2 is enough to give you strong resists and let everything else for gank

B-Type shield booster there are too many out there for sale, worthy when you know how to properly fit your Tengu and make it "THA" king of pve from lvl1 to DED10 all alone -well don't try it in escalate like "The Maze" Oops
Mavnas
The Scope
Gallente Federation
#7 - 2011-10-15 20:19:04 UTC
T2 Burst Aerators are generally seen in a lot of fits because of the way the penalization of stacked modules works. (Because the T2 version has more damage on it than even a Faction Heat sink, it's the one you gain 100% bonus from, and the heat sinks move down in the hierarchy). The T1 version is almost useless unless you can't fit damage mods.

Also to keep in mind with T2 rigs: They don't drop from your mission ship when killed, so they make it no more appealing to gankers than a T1. The same cannot be said of expensive modules. I mean the real reason not to build your 5billion low EHP high sec mission wtfpwnmobile is because someone will recognize that it's a loot pinata and break it open hoping the delicious candy falls out.
McMorrow
Caldari Provisions
Caldari State
#8 - 2011-10-15 20:41:01 UTC
mmmm....candy

Two tears in a bucket...

Andy Landen
Deep Core Mining Inc.
Caldari State
#9 - 2011-10-16 15:28:10 UTC  |  Edited by: Andy Landen
Mavnas wrote:
T2 Burst Aerators are generally seen in a lot of fits because of the way the penalization of stacked modules works. (Because the T2 version has more damage on it than even a Faction Heat sink, it's the one you gain 100% bonus from, and the heat sinks move down in the hierarchy). The T1 version is almost useless unless you can't fit damage mods.

Also to keep in mind with T2 rigs: They don't drop from your mission ship when killed, so they make it no more appealing to gankers than a T1. The same cannot be said of expensive modules. I mean the real reason not to build your 5billion low EHP high sec mission wtfpwnmobile is because someone will recognize that it's a loot pinata and break it open hoping the delicious candy falls out.

These have a calibration cost of 300. So only one can be fit, right? Is there a trick for fitting 2+ T2 Burst Aerators? When you reference a 100% bonus are you simply stating that the ship sees the full bonus of the module/rig with the highest stat while lower stat modules/rigs are penalized? Can you share other examples?

Keep in mind that implants which affect ship performance are also acceptable for this topic, even though they not installed on the ship directly. The point of this discussion is to generate ideas on when it is a good idea to spend big ISK for ship performance. I am thinking that we will leave drugs alone simply because their effect goes away after a few hours.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Tanya Powers
Doomheim
#10 - 2011-10-16 15:44:57 UTC
Andy Landen wrote:
Mavnas wrote:
T2 Burst Aerators are generally seen in a lot of fits because of the way the penalization of stacked modules works. (Because the T2 version has more damage on it than even a Faction Heat sink, it's the one you gain 100% bonus from, and the heat sinks move down in the hierarchy). The T1 version is almost useless unless you can't fit damage mods.

Also to keep in mind with T2 rigs: They don't drop from your mission ship when killed, so they make it no more appealing to gankers than a T1. The same cannot be said of expensive modules. I mean the real reason not to build your 5billion low EHP high sec mission wtfpwnmobile is because someone will recognize that it's a loot pinata and break it open hoping the delicious candy falls out.

These have a calibration cost of 300. So only one can be fit, right? Is there a trick for fitting 2+ T2 Burst Aerators? What is this 100% bonus you speak of? Do you mean that the highest stat bonuses the ship fully while the lowering ones are penalized? What other expensive mods do you use or know about?



The stacking penalty works on the same mod type, so if you put a single T1 or T2 rig of one kind then you profit 100% of it, but if is really worthy to burn 300/400 calibration all depends on your fit and use.
When your rigs cost has much has the T2 burst aerator you better know what you are doing with your ship because when it goes "pouf" your wallet will ask a talk with you.