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→Modules: Explained Tiericide a little more and linked the new article on it. I don't really like where I put this section but I'm not sure where better to put it. |
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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 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 [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. | |||
===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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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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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)=== | ===[[File:Icon tech2.png|24px]] Tech 2 (Meta 5)=== | ||
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* '''Veles''': Triglavian Collective | * '''Veles''': 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}} | ||