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Tech and meta levels: Difference between revisions

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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.
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 [http://community.eveonline.com/news/dev-blogs/rebalancing-eve-one-module-at-a-time/ this article], written in 2014 introducing the project; and [https://www.eveonline.com/article/qbroym/deciphering-tiericide this article] written in June 2020 explaining the methodology behind it and outlining what's left to do.
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===
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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 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 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.  
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{{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)===
{{anchor|Tech 2}}
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 Eve
* '''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 (Meta 7-16)===
===[[File:Icon deadspace.png|24px]] Deadspace (Meta 7-16)===
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{{anchor|Abyssal}}
{{anchor|Abyssal}}
{{main|Abyssal modules}}
{{main|Abyssal modules}}
Abyssal modules are made from other types of modules by using mutaplasmids on them. The result is a module with randomly increased and decreased stats. you can see the stats of a abyssal modules like other modules and you can see the stats different between the actual module and the rolled module, you can see what type of mutadplasmid is used on it and you can show it to other people by linking the module in chat
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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===[[File:Icon faction.png|24px]] Faction Ammunition===
===[[File:Icon faction.png|24px]] Faction Ammunition===
{{anchor|Faction Ammunition}}
{{anchor|Faction Ammunition}}
Ammunition also comes in several faction variants. Pirate faction ammunition comes in a lower-grade, which gives +5% damage, and a higher-grade, which gives +15% 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 +10% 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 +5/10/15% 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.


===[[File:Icon tech2.png|24px]] Tech 2===
===[[File:Icon tech2.png|24px]] Tech 2===
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==Ships==
==Ships==
===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]].some ships like [[damavik]] or [[skybreaker]] are tech 1 ships , but they are actually counted as faction ships
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, and are normally less powerful than Tech 2 or Pirate faction ships. The main advantage of Empire faction ships is their low skill requirements.  If you can fly a faction's Tech 1 ships, you can fly the Empire faction ships, making them a good way of gaining an advantage during the long skill train to Tech 2 or Pirate faction 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.
Faction navy ships require bit more skill point to fly and generally are more skill intensive ships , [[Imperial Navy Slicer]] , faction navy frigates get huge bonuses for their faction skills.


===[[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 Eve; and single-run blueprints for them can be found by destroying rare high-power 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. They do not require high levels in them, however, 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 unique bonuses specific to their pirate faction, but also cost considerably more than Tech 2 ships.
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 Subsystem skills, and may require a much wider range of other combat skills than T2 ships.
* [[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 ==
* [http://community.eveonline.com/news/dev-blogs/rebalancing-eve-one-module-at-a-time Dev Blog: Rebalancing Eve one module at a time] (Sep 2014)
* [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]]