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Tech and meta levels: Difference between revisions

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==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|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.  


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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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 0)===
===Tech 1 (Meta 0)===
{{anchor|Meta 0}}
{{anchor|Meta 0}}
These are the basic modules that are [[Manufacturing#T1 Production|manufactured by players]] from blueprints seeded on the market by NPCs. Meta 0 modules have no Meta level attribute visible in their attributes. They have generic names based on their type such as "1MN Afterburner I".
These are the basic modules that are [[Manufacturing#Basics of production|manufactured by players]] from blueprints seeded on the market by NPCs. Meta 0 modules have no Meta level attribute visible in their attributes. They have generic names based on their type such as "1MN Afterburner I".


If someone offers you a "meta 0" duel, they mean a duel in a Tech 1 ship with only this type of module installed.
If someone offers you a "meta 0" duel, they mean a duel in a Tech 1 ship with only this type of module installed.
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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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===[[File:Icon storyline.png|24px]] Storyline (Meta 6-7)===
===[[File:Icon storyline.png|24px]] Storyline (Meta 6-7)===
{{anchor|Storyline}}
{{anchor|Storyline}}
Storyline modules are rewards from missions, specifically [[COSMOS]] missions and some Epic Arc missions. In COSMOS missions you don't get the item itself, but you receive 3-run Blueprint Copies (BPCs) that need some decent skills and sleeper technology to produce and most of them are quite expensive (in ISK and skills) to produce. Epic Arc rewards are given as items but their availability is limited to how often you can do the epic arc, and the time it takes to complete them. As such, both types of storyline items tend to be expensive, and are not traded in great numbers. Stats-wise, Storyline modules are a bit inconsistent, often falling in line with Tech 2 modules, but they almost always have the fitting costs of Compact modules, which can make them surprisingly useful in rare circumstances.
Storyline modules are rewards from missions, specifically [[COSMOS]] missions and some [[Epic arcs|Epic Arc missions]]. In COSMOS missions you don't get the item itself, but you receive 3-run Blueprint Copies (BPCs) that need some decent skills and sleeper technology to produce and most of them are quite expensive (in ISK and skills) to produce. Epic Arc rewards are given as items but their availability is limited to how often you can do the epic arc, and the time it takes to complete them. As such, both types of storyline items tend to be expensive, and are not traded in great numbers. Stats-wise, Storyline modules are a bit inconsistent, often falling in line with Tech 2 modules, but they almost always have the fitting costs of Compact modules, which can make them surprisingly useful in rare circumstances.


===[[File:Icon faction.png|24px]] Faction (Meta 6-12)===
===[[File:Icon faction.png|24px]] Faction (Meta 6-12)===
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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
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===[[File:Icon faction.png|24px]] Integrated===
===[[File:Icon faction.png|24px]] Integrated===
Integrated Drones are a rarely-used drone variation, which deal slightly more damage than their Tech 1 versions and are slightly more durable, but also deal their damage as split between their race's preferred primary ''and secondary'' damage types. They are manufactured from components and blueprints found in Rogue Drones. Their price, split damage types, and generally inferior performance to Navy drones make them unpopular.
Integrated Drones are a rarely-used drone variation, which deal slightly more damage than their Tech 1 versions and are slightly more durable, but also deal their damage as split between their race's preferred primary ''and secondary'' damage types. They are manufactured from components and blueprints found in [[Rogue Drones]]. Their price, split damage types, and generally inferior performance to Navy drones make them unpopular.


===[[File:Icon faction.png|24px]] Navy Faction===
===[[File:Icon faction.png|24px]] Navy Faction===
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===[[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 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]].
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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== 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]]