Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Faction modules: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Work in progress, please stand by.
 
Uryence (talk | contribs)
mNo edit summary
Line 90: Line 90:


* the Shadow Serpentis web has 13km range and the T2 web has 10km -- a 30% increase
* the Shadow Serpentis web has 13km range and the T2 web has 10km -- a 30% increase
* the Shadow Serpentis module also requires less CPU . . .
* the Shadow Serpentis module also requires less CPU
* but the T2 module has a more dramatic effect: it cuts the target's velocity by 60%, while the faction version only cuts it by 55%
* but the T2 module has a more dramatic effect: it cuts the target's velocity by 60%, while the faction version only cuts it by 55%


At the time of writing
At the time of writing the Shadow Serpentis webifier is roughly thirty-nine times more expensive than the T2 webifier. If you're fighting within web range the effect on the target's velocity will often be more important to you than your ability to web from a longer range than normal, and so the T2 will be more useful than the Shadow Serpentis webifier anyway.
 
If, however, you are fitting a [http://wiki.eveonline.com/en/wiki/Rapier Rapier] T2 force recon ship you might prefer the Shadow Serpentis to the T2 webifier because
 
* the Rapier has massive bonuses to web range, which increase the difference between them: at Recon V, the faction web has 12km more range than the T2 web
* webbing things from long range is part of the Rapier's job in combat, so the range boost is more significant
* the Rapier is fast, agile and can use a covert ops cloak, so you can reasonably expect it to last you for a while (especially if you're an experienced pilot, which you should be if you're fitting force recons)
 
As this example shows, T2 ships with specialised roles and substantial bonuses can sometimes get lots of utility out of one or two faction modules which suit their particular combat purpose.
 
The last reason mentioned for putting a faction module on the Rapier -- that there is a (somewhat) lower chance of you losing the ship -- is also behind the widespread practice of faction-fitting long-term mission-running ships.
 
Because of the predictability of missions, a cautious and experienced mission-runner has a chance of ''never'' losing their mission-running ship. Players who are setting themselves up for long-term high-level mission-running as a source of income, frequ


[[Category:Guides]]
[[Category:Guides]]
[[Category:Fitting]]
[[Category:Fitting]]