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'''Tech''', '''Faction''', and '''Meta''' are terms which indicate the quality, rarity, or power of an item or ship hull. | |||
==Modules== | ==Modules== | ||
Most modules in EVE have several (up to tens) of variants (each a module in their own right), which fulfill the same basic function, but have different statistics. <!-- This needs a screenshot --> You can find all related modules through the in-game "Show Info" window, under the "related items" tab, where you can also compare the modules' statistics using the item comparison tool. Modules have an attribute (also visible in the "Show Info" window) called "Meta level", which is roughly a measure of the module's quality - a module with a higher meta level will generally (but not always!) have better stats than the equivalent module with a lower meta level. | |||
Most modules in EVE have several (up to tens) of variants (each a module in their own right), which | |||
When shopping around for a module, it's recommended to use the item comparison tool to compare the module variants. While higher-meta modules ''tend'' to be better than lower-meta ones, there are plenty of exceptions, particularly for modules with many attributes (where modules will have different advantages and drawbacks compared to each other). Additionally, don't forget the cost - while officer and deadspace modules will greatly outperform Tech 1 and Tech 2 modules, they often cost hundreds or thousands of times as much! | When shopping around for a module, it's recommended to use the item comparison tool to compare the module variants. While higher-meta modules ''tend'' to be better than lower-meta ones, there are plenty of exceptions, particularly for modules with many attributes (where modules will have different advantages and drawbacks compared to each other). Additionally, don't forget the cost - while officer and deadspace modules will greatly outperform Tech 1 and Tech 2 modules, they often cost hundreds or thousands of times as much! | ||
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For other modules, the progression is not so straightforward. For example, mining laser upgrade modules increase the amount of ore that mining lasers mine, but also increase the CPU used by those mining lasers. The Mining Laser Upgrade I (Meta 0) module increases the amount of ore mined by 5%, but increases the mining lasers' CPU use by 10%. The Mining Laser Upgrade II (Meta 5) increases the amount of ore mined by 9%, but increases the mining lasers' CPU use by 12.5% - so while it performs better, you must take its steeper penalty into account.}} | For other modules, the progression is not so straightforward. For example, mining laser upgrade modules increase the amount of ore that mining lasers mine, but also increase the CPU used by those mining lasers. The Mining Laser Upgrade I (Meta 0) module increases the amount of ore mined by 5%, but increases the mining lasers' CPU use by 10%. The Mining Laser Upgrade II (Meta 5) increases the amount of ore mined by 9%, but increases the mining lasers' CPU use by 12.5% - so while it performs better, you must take its steeper penalty into account.}} | ||
===Module Tiericide=== | |||
Historically, most modules in EVE had some variants that were numerically better than others with little to no difference in price or availability. This resulted in some module variants having no meaningful uses. Module Tiericide is an ongoing project to, one module group at a time, rebalance every module in the game to remove these obvious imbalances and introduce either meaningful use cases for variants, remove unnecessary variants, or equalize variants which ''should'' be of equal quality. | |||
For official CCP explanations of tiericide, see [https://www.eveonline.com/news/view/rebalancing-eve-one-module-at-a-time this article], written in 2014 introducing the project; and [https://www.eveonline.com/news/view/deciphering-tiericide this article] written in June 2020 explaining the methodology behind it and outlining what's left to do. | |||
===Module Variants=== | |||
Module variants are grouped (as explained below) to make it easier to differentiate between them. You can tell which group a module belongs to by the little symbol in the upper-left corner of the module's image. Related modules all have the same base image, only differing in that symbol. | Module variants are grouped (as explained below) to make it easier to differentiate between them. You can tell which group a module belongs to by the little symbol in the upper-left corner of the module's image. Related modules all have the same base image, only differing in that symbol. | ||
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===Tech 1 (Meta 1-4)=== | ===Tech 1 (Meta 1-4)=== | ||
{{anchor|Tech 1}} | {{anchor|Tech 1}} | ||
These are dropped by NPC ships and are not manufactured by players. The higher the meta level the better quality the item. Higher meta level items are more effective and usually have lower fitting requirements as well, but this is not always the case. Meta level 1-4 items do not require more skills to use than meta 0. Because of their better performance, some high-demand meta modules may have much higher market prices than | These are dropped by NPC ships and are not manufactured by players. The higher the meta level the better quality the item. Higher meta level items are more effective and usually have lower fitting requirements as well, but this is not always the case. Meta level 1-4 items do not require more skills to use than meta 0. Because of their better performance, some high-demand meta modules may have much higher market prices than Tech 1 or even Tech 2 modules; however because of plentiful supply, many meta modules have comparable or even lower market prices than Tech 1 modules. | ||
These modules have more colorful names such as "10MN Monopropellant Enduring Afterburner" and "150mm Light Gallium Machine Gun", and are therefore also called "named" modules. | These modules have more colorful names such as "10MN Monopropellant Enduring Afterburner" and "150mm Light Gallium Machine Gun", and are therefore also called "named" modules. | ||
This is one of the module types most heavily affected by the module tiericide. Non-tiericided module groups will usually have four meta variations (referred to as "meta 1" - "meta 4), with the meta 4 variant of a module being strictly better than the meta 1 variant in all ways. Tiericided module groups, meanwhile will usually have several variants with mostly equal stats but one specific improvement, and specific keywords in their names to denote that improvement. Modules will only have variants which are relevant to their attributes. | |||
* '''Upgraded''': Straight-up better stats | * '''Upgraded''': Straight-up better stats | ||
* '''Compact''': Reduced fitting cost (less CPU and powergrid use) | * '''Compact''': Reduced fitting cost (less CPU and powergrid use) | ||
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* '''Scoped''': Longer range | * '''Scoped''': Longer range | ||
* '''Restrained''': Less severe drawbacks | * '''Restrained''': Less severe drawbacks | ||
* '''Precise''': Better tracking | |||
When people talk about "meta" modules, or the act of "meta[ing] down a [ship] fit", these are the module variants they are speaking of. (Either the Meta level 4 variant for weapons, or some other applicable variant for other modules.) | When people talk about "meta" modules, or the act of "meta[ing] down a [ship] fit", these are the module variants they are speaking of. (Either the Meta level 4 variant for weapons, or some other applicable variant for other modules.) | ||
{{example|For example, the Large Shield Extender I (Meta 0) module has two "named" variants, the Large Azeotropic Restrained Shield Extender and the Large F-S9 Regolith Compact Shield Extender. When compared to the Meta 0 module, the former has a reduced signature radius increase, while the latter has reduced fitting requirements. Additionally, both modules have higher shield hitpoint bonuses (the module's primary attribute). Note that the additional adjectives in the module names (such as "Azeotropic") are purely flavor text and have no specific meaning, although they may sometimes reference real-world or theoretical technologies related to the module.}} | {{example|For example, the Large Shield Extender I (Meta 0) module has two "named" variants, the Large Azeotropic '''Restrained''' Shield Extender and the Large F-S9 Regolith '''Compact''' Shield Extender. When compared to the Meta 0 module, the former has a reduced signature radius increase, while the latter has reduced fitting requirements. Additionally, both modules have higher shield hitpoint bonuses (the module's primary attribute). Note that the additional adjectives in the module names (such as "Azeotropic") are purely flavor text and have no specific meaning, although they may sometimes reference real-world or theoretical technologies related to the module.}} | ||
===[[File:Icon tech2.png|24px]] Tech 2 (Meta 5)=== | ==={{anchor|Tech 2}}[[File:Icon tech2.png|24px]] Tech 2 (Meta 5)=== | ||
Often shortened to "T2", these modules are manufactured by players through the [[Invention]] process. T2 modules are usually more effective than Tech 1 Meta 4 modules, but sometimes they are identical (and, in rare cases, slightly worse). Tech 2 modules usually require more skills to use than Tech 1 modules, and they usually take more CPU and/or Powergrid to fit. T2 modules have a meta level of 5. | Often shortened to "T2", these modules are manufactured by players through the [[Invention]] process. T2 modules are usually more effective than Tech 1 Meta 4 modules, but sometimes they are identical (and, in rare cases, slightly worse). Tech 2 modules usually require more skills to use than Tech 1 modules, and they usually take more CPU and/or Powergrid to fit. T2 modules have a meta level of 5. | ||
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* '''Sentient''': Rogue Drones | * '''Sentient''': Rogue Drones | ||
* '''Shadow Serpentis''': Serpentis | * '''Shadow Serpentis''': Serpentis | ||
* '''Sisters''': Sisters of | * '''Sisters''': Sisters of EVE | ||
* '''Syndicate''': The Syndicate | * '''Syndicate''': The Syndicate | ||
* '''Thukker''': Thukker Tribe | * '''Thukker''': Thukker Tribe | ||
* '''True Sansha''': Sansha's Nation | * '''True Sansha''': Sansha's Nation | ||
* '''Veles''': Triglavian Collective | * '''Veles/Perun''': Triglavian Collective | ||
===[[File:Icon deadspace.png|24px]] Deadspace=== | ===[[File:Icon deadspace.png|24px]] Deadspace (Meta 7-16)=== | ||
{{anchor|Deadspace}} | {{anchor|Deadspace}} | ||
{{main|Faction modules#Deadspace}} | {{main|Faction modules#Deadspace}} | ||
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When there are multiple different deadspace variants of a module (from different pirate factions), often one of them will be more CPU-intensive, one will be more powergrid-intensive; and they may provide different improvements to different sets of attributes. | When there are multiple different deadspace variants of a module (from different pirate factions), often one of them will be more CPU-intensive, one will be more powergrid-intensive; and they may provide different improvements to different sets of attributes. | ||
===[[File:Icon officer.png|24px]] Officer (Meta 7- | ===[[File:Icon officer.png|24px]] Officer (Meta 7-17)=== | ||
{{anchor|Officer}} | {{anchor|Officer}} | ||
{{main|Faction modules#Officer}} | {{main|Faction modules#Officer}} | ||
Officer modules are among the most rare, expensive and strongest modules in EVE, and as loot drops from rare named enemies which can be found in asteroid belts. Officer modules are named after the NPC they drop from, such as "Estamel's Modified | Officer modules are among the most rare, expensive and strongest modules in EVE, and as loot drops from rare named enemies which can be found in asteroid belts. Officer modules are named after the NPC they drop from, such as "Estamel's Modified Multispectrum Shield Hardener". While officer modules are usually better than deadspace modules, this is not always the case; always check the attributes before you buy. | ||
=== Abyssal === | ===[[File:Icon abyssal.png|24px]] Abyssal === | ||
{{anchor|Abyssal}} | |||
{{main|Abyssal modules}} | {{main|Abyssal modules}} | ||
Abyssal modules are | Abyssal modules are created by combining other modules with Mutaplasmids found in the [[Abyssal Deadspace|Abyss]]. The result is a unique module with randomly increased and decreased stats. These stat adjustments, as well as the original module, mutaplasmid used, and pilot who used it, can be viewed via the module's Show Info window or via the module's tooltip when in a cargo bay or hangar; and this information can be shared by viewing a Contract for the module or by linking the module in chat. However, the modules cannot be traded on the normal Market, and their stats are not shown in Killmails or Ship Scans. | ||
==Ammunition== | ==Ammunition== | ||
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Tech 1 ammunition is manufactured by players, and tends to be extremely cheap. It establishes the baseline which other forms of ammo are compared to. | Tech 1 ammunition is manufactured by players, and tends to be extremely cheap. It establishes the baseline which other forms of ammo are compared to. | ||
===[[File:Icon faction.png|24px]] Faction=== | ===[[File:Icon faction.png|24px]] Faction Ammunition=== | ||
{{anchor|Faction Ammunition}} | |||
Ammunition also comes in several faction variants. Pirate faction ammunition comes in a lower-grade, which gives +10% damage, and a higher-grade, which gives +20% damage. Pirate faction ammunition is found in the wrecks of Faction-grade NPCs. Ammunition also comes in a Navy variant (or, for Hybrid Charges, two equal Navy variants), which gives +15% damage and is purchased from LP Stores. Because of the greater availability of LP, Navy ammunition tends to be much cheaper than pirate ammunition, and is considered the standard ammo used for all PVP purposes. Other than the +10/15/20% damage increase, faction ammunition has the same stats as tech 1 ammunition of the same name. | Ammunition also comes in several faction variants. Pirate faction ammunition comes in a lower-grade, which gives +10% damage, and a higher-grade, which gives +20% damage. Pirate faction ammunition is found in the wrecks of Faction-grade NPCs. Ammunition also comes in a Navy variant (or, for Hybrid Charges, two equal Navy variants), which gives +15% damage and is purchased from LP Stores. Because of the greater availability of LP, Navy ammunition tends to be much cheaper than pirate ammunition, and is considered the standard ammo used for all PVP purposes. Other than the +10/15/20% damage increase, faction ammunition has the same stats as tech 1 ammunition of the same name. | ||
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===Tech 1=== | ===Tech 1=== | ||
Tech 1 ships such as the [[Rifter]] are bought from NPCs or manufactured by players from blueprints seeded on the market. After the tiercide these no longer have different power levels. Instead they are grouped into roles, such as attack, combat, and disruption. Attack ships are fast and hit hard, but combat ships are more resilient, while disruption ships focus on [[EWAR]]. | Tech 1 ships such as the [[Rifter]] are bought from NPCs or manufactured by players from blueprints seeded on the market. After the tiercide these no longer have different power levels. Instead they are grouped into roles, such as attack, combat, and disruption. Attack ships are fast and hit hard, but combat ships are more resilient, while disruption ships focus on [[EWAR]]. | ||
Ships manufactured by the [[Triglavian Collective]] and [[EDENCOM]] are considered to be Tech I ships. However, they operate more like Pirate Faction ships with unique skill requirements. | |||
===[[File:Icon faction.png|24px]] Empire Faction=== | ===[[File:Icon faction.png|24px]] Empire Faction=== | ||
Empire faction ships such as the [[Imperial Navy Slicer]] are bought from the loyalty point stores of empire factions, such as the Gallente Federation Navy or Minmatar Republic Fleet. They are obtained as either complete ships or as limited run blueprint copies. You can also purchase these ships second-hand from players on the market. Empire faction ships are more powerful and much more expensive than Tech 1 ships, | Empire faction ships such as the [[Imperial Navy Slicer]] are bought from the loyalty point stores of empire factions, such as the Gallente Federation Navy or Minmatar Republic Fleet. They are obtained as either complete ships or as limited run blueprint copies. You can also purchase these ships second-hand from players on the market. Empire faction ships are more powerful and much more expensive than Tech 1 ships, but are normally less powerful or expensive than Tech 2 or Pirate faction ships. One of the main advantages of Empire Faction ships is their low skill requirements; if you can fly a faction's Tech 1 ships, you can also fly their Empire Faction ships, making them good for gaining an advantage during the long skill train to Tech 2 or Pirate faction ships. This said though, most Empire faction ships also gain very large bonuses from skill training, which encourages training ship skills and gives very tangible bonuses on the way. | ||
===[[File:Icon tech2.png|24px]] Tech 2=== | ===[[File:Icon tech2.png|24px]] Tech 2=== | ||
These ships are only manufactured by players through the Invention process. They are usually comparable in price to Empire faction ships while being more powerful, but have high skill requirements to use. As well as better performance and bonuses, T2 ships have increased damage resistance, making them tougher. Additionally, many (but not all) Tech 2 ships are more specialised than their Tech 1 counterparts. An example of a Tech 2 frigate is the [[Wolf]], a Tech 2 Minmatar [[Assault frigate]] based on the [[Rifter]]. | These ships are only manufactured by players through the Invention process. They are usually comparable in price to Empire faction ships while being more powerful, but have high skill requirements to use. As well as better performance and bonuses, T2 ships have [[T2 Resists|increased damage resistance]], making them tougher. Additionally, many (but not all) Tech 2 ships are more specialised than their Tech 1 counterparts. An example of a Tech 2 frigate is the [[Wolf]], a Tech 2 Minmatar [[Frigates#Assault Frigates|Assault frigate]] based on the [[Rifter]]. | ||
===[[File:Icon faction.png|24px]] Pirate Faction / Non-Empire Faction=== | ===[[File:Icon faction.png|24px]] Pirate Faction / Non-Empire Faction=== | ||
{{main|Pirate Faction Ship Guide}} | {{main|Pirate Faction Ship Guide}} | ||
These ships are bought from non-empire faction loyalty point stores, including Pirate factions, and others, such as Sisters Of | These ships are bought from non-empire faction loyalty point stores, including Pirate factions, and others, such as Sisters Of EVE; and single-run blueprints for them can be found by destroying rare commander and sometimes tougher NPCs in certain combat sites. They can also be purchased second-hand from players on the market. These non-empire faction ships require two different races' Spaceship Command skills to use. For example, the [[Dramiel]], an Angel Cartel frigate, requires both Minmatar and Gallente frigate skills. However, they do not require high levels in these skills, making them considerably easier to train for than Tech 2 ships. Non-Empire ships typically have equal or better performance to Tech 2 ships, including very powerful unique bonuses specific to their pirate faction, but also cost considerably more than Tech 2 ships and do not benefit from [[T2 Resists|T2 resist bonuses]]. | ||
===[[File:Icon tech3.png|24px]] Tech 3=== | ===[[File:Icon tech3.png|24px]] Tech 3=== | ||
Tech 3 ships are constructed with Sleeper components that can only be found in wormhole space. There are two classes of Tech 3 ships currently in the game: | Tech 3 ships are constructed with Sleeper components that can only be found in wormhole space. There are two classes of Tech 3 ships currently in the game: | ||
* [[Tactical Destroyer]]s are very versatile destroyers which can switch between different "modes" on the fly. T3 destroyers have generally lower skill requirements than T2 destroyers, as they serve as standard combat ships rather than filling special roles. | * [[Tactical Destroyer]]s are very versatile destroyers which can switch between different "modes" on the fly. T3 destroyers have generally lower skill requirements than T2 destroyers, as they serve as standard combat ships rather than filling special roles. | ||
* [[Strategic Cruiser]]s are the most flexible and among the most powerful ships in the game for their size (and mass), with enormous possible variations in their capabilities. Flying strategic cruisers requires training in | * [[Strategic Cruiser]]s are the most flexible and among the most powerful ships in the game for their size (and mass), with enormous possible variations in their capabilities, due to their ability to be fitted with one of three subsystems in four different slots. Flying strategic cruisers requires training in these subsystem’s related skills, and may require a much wider range of other combat skills than T2 ships. | ||
==Rigs== | ==Rigs== | ||
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===[[File:Icon tech2.png|24px]] Tech 2=== | ===[[File:Icon tech2.png|24px]] Tech 2=== | ||
Tech 2 rigs are made from materials salvaged from Tech 2 player ships, or found in rarer and more difficult relic sites. As such they are much more expensive than T1 rigs, but they also provide larger bonuses. Blueprint copies for Tech 2 rigs are available through Invention, but can also sometimes be found in data or relic sites. | Tech 2 rigs are made from materials ("blue salvage") salvaged from the wrecks of either Tech 2 player ships or Commander NPCs, or found in rarer and more difficult relic sites. As such they are much more expensive than T1 rigs, but they also provide larger bonuses. Blueprint copies for Tech 2 rigs are available through Invention, but can also sometimes be found in data or relic sites. | ||
== External links == | == External links == | ||
* [ | * [https://www.eveonline.com/news/view/rebalancing-eve-one-module-at-a-time Dev Blog: Rebalancing EVE one module at a time] (Sep 2014) | ||
* [https://www.youtube.com/watch?v=U5ZV4nmi4t4 Video explaining meta levels] (Aug 2011) | * [https://www.youtube.com/watch?v=U5ZV4nmi4t4 Video explaining meta levels] (Aug 2011) | ||
[[Category:Items]] | [[Category:Items]] | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||