Difference between revisions of "User:Nors phlebas sabelhpsron/To T2 or Not to T2"

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One of the first things that new players have to overcome is the confusing world of Meta and Tech levels for modules. Most people quickly come to the conclusion that higher Meta Level = better, and equally that higher Tech levels = better. Whilst intuitive, this rule is confusingly not always true - there are a number of modules where the Meta 4 variant is objectively superior to the Tech 2 (Meta 5) equivalent, meaning to get the most bang for your buck you should always fit the Meta 4.
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One of the first things that new players have to overcome is the confusing world of Meta and Tech levels for modules. Most people quickly come to the conclusion that higher Meta Level = better, and equally that higher Tech levels = better. Whilst intuitive, this rule is confusingly not always true - there are a number of modules where the Meta 4 variant is objectively superior to the Tech 2 (Meta 5) equivalent, meaning that ''for those modules, ''to get the most bang for your buck you should always fit the Meta 4. This page is intended to clarify which modules you should fix Meta 4 of rather than going to Tech 2. Only modules where the Meta 4 is better will be listed, and only the attributes that differ will be listed. All other attributes should be equal.
 
 
  
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== Example ==
 
Lets take Warp Scramblers as an example. The basic Meta 0 module is called "Warp Scrambler I", with the Tech 2 variant named "Warp Scrambler II". The Tech 2 Scram has the following attributes (actually there's a bunch more, but these are the only relevant ones):
 
Lets take Warp Scramblers as an example. The basic Meta 0 module is called "Warp Scrambler I", with the Tech 2 variant named "Warp Scrambler II". The Tech 2 Scram has the following attributes (actually there's a bunch more, but these are the only relevant ones):
  
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As you can see, both modules perform identically. They both affect the target ship with a warp disruption of strength 2, out to a maximum of 9km (10.8km when overheated, which they can do on average for the same amount of time). Despite their identical effects however, the Meta 4 variant requires 8tf of CPU less to fit than the T2 variant, and costs 1GJ of capacitor per cycle less to use. This means you have more fitting room on your ship, and can theoretically run the module for longer.
 
As you can see, both modules perform identically. They both affect the target ship with a warp disruption of strength 2, out to a maximum of 9km (10.8km when overheated, which they can do on average for the same amount of time). Despite their identical effects however, the Meta 4 variant requires 8tf of CPU less to fit than the T2 variant, and costs 1GJ of capacitor per cycle less to use. This means you have more fitting room on your ship, and can theoretically run the module for longer.
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== High Slots ==
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==== Energy Vampires ====
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Tech 2 - "Small/Medium/Large Nosferatu II"
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* PG Usage - 10MW
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Meta 4 - "Small/Medium/Large Diminishing Power System Drain I"
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* PG Usage - 9MW
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== Mid Slots ==
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Other stuff to do
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== Low slots ==
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Yet more stuff to do

Revision as of 21:21, 2 June 2013

One of the first things that new players have to overcome is the confusing world of Meta and Tech levels for modules. Most people quickly come to the conclusion that higher Meta Level = better, and equally that higher Tech levels = better. Whilst intuitive, this rule is confusingly not always true - there are a number of modules where the Meta 4 variant is objectively superior to the Tech 2 (Meta 5) equivalent, meaning that for those modules, to get the most bang for your buck you should always fit the Meta 4. This page is intended to clarify which modules you should fix Meta 4 of rather than going to Tech 2. Only modules where the Meta 4 is better will be listed, and only the attributes that differ will be listed. All other attributes should be equal.

Example

Lets take Warp Scramblers as an example. The basic Meta 0 module is called "Warp Scrambler I", with the Tech 2 variant named "Warp Scrambler II". The Tech 2 Scram has the following attributes (actually there's a bunch more, but these are the only relevant ones):


  • A PG usage of 1MW
  • A CPU usage of 36 tf
  • An "activation cost" (I.E. capacitor usage) of 5GJ
  • Range of 9,000m
  • Overload bonus of 20% range
  • Heat damage of 5HP (out of a maximum of 40)
  • Warp Disrupt strength of 2


The Meta 4 variant of the Warp Scrambler I is called "Faint Epsilon Warp Scrambler I", and is better than the Tech 2. It's attributes are as follows:


  • A PG usage of 1MW
  • A CPU usage of 28tf
  • An activation cost of 4GJ
  • Range of 9,000m
  • Overload bonus of 20% range
  • Heat damage of 5HP (again, out of a maximum of 40)
  • Warp Disrupt strength of 2


As you can see, both modules perform identically. They both affect the target ship with a warp disruption of strength 2, out to a maximum of 9km (10.8km when overheated, which they can do on average for the same amount of time). Despite their identical effects however, the Meta 4 variant requires 8tf of CPU less to fit than the T2 variant, and costs 1GJ of capacitor per cycle less to use. This means you have more fitting room on your ship, and can theoretically run the module for longer.

High Slots

Energy Vampires

Tech 2 - "Small/Medium/Large Nosferatu II"

  • PG Usage - 10MW

Meta 4 - "Small/Medium/Large Diminishing Power System Drain I"

  • PG Usage - 9MW


Mid Slots

Other stuff to do


Low slots

Yet more stuff to do