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→Tech 1 or Tech 2 modules?: there's only one meta DC now |
→Tech 1 or Tech 2 modules?: link to main page on Tech&Meta. Rephrase comment on meta levels (#tiericide) |
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==Tech 1 or Tech 2 modules?== | ==Tech 1 or Tech 2 modules?== | ||
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]'' | |||
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate. | Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate. | ||
Keep in mind that there are so called | Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used in stead of tech 1 modules whenever possible. | ||
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else). | A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else). | ||