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(→‎Mid Slots: Added Meta 4 Target Painter to Mid Slot Table. PLEASE VERIFY ON YOUR OWN. If I am mistaken on the numbers, lemme know)
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{{Update|Module Tiericide}}
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= Obvious Work in Progress is Obvious =  
 
= Obvious Work in Progress is Obvious =  
  

Revision as of 15:17, 29 October 2016

This page should be updated due to game changes.
Reason: Module Tiericide

Obvious Work in Progress is Obvious

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

Meta 4 Module Tech 2 Module Meta 4 Attributes Tech 2 Attributes
Small Diminishing Power
System Drain I
Small Nosferatu II PG: 9 MW PG: 10 MW
Medium Medium PG: 175 MW PG: 200 MW
Large Large PG: 2000 MW PG: 2250 MW
Small Unstable Power
Fluctuator I
Small Energy Neutralizer II PG: 9 MW
CPU: 8 tf
PG: 10 MW
CPU: 10 tf
Medium Medium PG: 175 MW
CPU: 16 tf
PG: 200 MW
CPU: 20 tf
Large Large PG: 2000 MW
CPU: 32 tf
PG: 2250 MW
CPU: 40 tf

Mid Slots

Meta 4 Module Tech 2 Module Meta 4 Attributes Tech 2 Attributes
Faint Epsilon Warp Scrambler I Warp Scrambler II CPU: 28 tf
Activation cost: 4 GJ
CPU: 36 tf
Activation cost: 5 GJ
Fleeting Propulsion Inhibitor I Stasis Webifier II CPU: 22 tf
Activation cost: 4 GJ
CPU: 30 tf
Activation cost: 6 GJ
Conjunctive (Racial)[1] ECCM
Scanning Array I
ECCM - (Racial)[1] II CPU: 16 tf
Activation cost: 8 GJ
Duration: 10.00 s
CPU: 24 tf
Activation cost: 12 GJ
Duration: 10.00 s
Prototype ECCM (Racial)[1]
Sensor Cluster
CPU: 16 tf
Activation cost: 10 GJ
Duration: 12.00 s
'Umbra' White Noise ECM[2] ECM - White Noise Generator II CPU: 32 tf
Activation cost: 38 GJ
CPU: 57 tf
Activation cost: 57 GJ
BZ-5 Neutralizing Spacial
Destabilizer ECM[3]
ECM - Spacial Destabilizer II
'Hypnos' Ion Field ECM I[4] ECM - Ion Field Projector II
Enfeebling Phase Inversion ECM I[5] ECM - Phase Inverter II
Phased Weapon Navigation Array Generation Extron Target Painter II CPU: 16 tf
Activation cost: 16 GJ
CPU: 24 tf
Activation cost: 24 GJ

Low slots

Meta 4 Module Tech 2 Module Meta 4 Attributes Tech 2 Attributes
Beta Reactor Control:
Capacitor Power Relay I
Capacitor Power Relay II CPU: 3 tf
Shield boost penalty: -10%
CPU: 8 tf
Shield boost penalty: -11%
Local Hull Conversion
Inertial Stabilizers I
Inertia Stabilizers II Signature radius: +8% Signature radius: +11%
Beta Reactor Control:
Shield Power Relay I
Shield Power Relay II CPU: 16 tf CPU: 22 tf
Ingenii Ice Harvester Upgrade Ice Harvester Upgrade II CPU: 37 tf
CPU penalty: 7.5%
CPU: 40 tf
CPU penalty: 12.5%
Aoede Mining Laser Upgrade Mining Laser Upgrade II CPU: 37 tf
CPU penalty: 7.5%
CPU: 40 tf
CPU penalty: 12.5%

Notes

  1. ^ a b c Radar (Amarr), Gravimetric (Caldari), Magnetometric (Gallente), or Ladar (Minmatar)
  2. ^ White noise jams Radar (Amarr) systems
  3. ^ Spacial destabilizers jam Gravimetric (Caldari) systems
  4. ^ Ion fields jam Magnetometric (Gallente) systems
  5. ^ Phase inverters jam Ladar (Minmatar) systems