Tech and meta levels

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These three terms are all indicators of the quality of an item or ship hull and all mean different things. The definitions also differ whether the item is a module, ship or rig.

Modules

All modules in Eve are being rebalanced and renamed (this is called the "module tiericide"). Therefore, some modules will have their "old" names while some have names according to the "new" scheme. This page attempts to describe both systems.

Most modules in EVE have several (up to tens) of variants (each a module in their own right), which fulfil the same basic function, but have different statistics. 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.

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!

For example, there are seven different expanded cargohold modules, and while each performs the same basic function (increase the size of your ship's cargo hold), and are all low-slot modules, they differ in the amount of extra cargo space they provide, and in their penalties to your ship's velocity and structure hit points.

The Expanded Cargohold I (Meta 0) module provides a 18% bonus to cargo space, but reduces your ship's maximum velocity by 15%. The Type-D Restrained Expanded Cargo (Meta 2) module provides a 22% bonus to cargo space, but reduces your ship's maximum velocity by 13%; in other words, it's a better-performing module, but which is also more expensive to buy.

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 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.

Civilian

Civilian Modules are a special case and are only mentioned here for completeness. You should NEVER consider fitting a Civilian Module except in the Tutorial Missions and on your trusty Rookie Ship. These modules are useless except for educational purposes.

Tech 1 (Meta 0)

These are the basic modules that are manufactured by players from blueprints seeded on the market by NPCs. Meta 0 modules have no Meta level attribute visible in their attributes. They have generic names based on their type such as "1MN Afterburner I".

If someone offers you a "meta 0" duel, they mean a duel in a Tech 1 ship with only this type of module installed.

Tech 1 (Meta 1-4)

These are dropped by NPC ships and are not manufactured by players. The higher the meta level the better quality the item. Higher meta level items are more effective and usually have lower fitting requirements as well, but this is not always the case. Meta level 1-4 items do not require more skills to use than meta 0. Because of their better performance higher meta level modules will have a higher price on the market.

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.

After the module tiericide, named modules will have adjectives in their names which describe the main aspect in which they differ from their Meta 0 counterparts.

  • Upgraded: Straight-up better stats
  • Compact: Reduced fitting cost (less CPU and powergrid use)
  • Enduring: Longer cycle time and/or lower capacitor use
  • Ample: Higher capacity
  • Scoped: Longer range
  • Restrained: Less severe drawbacks
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.

Icon tech2.png Tech 2 (Meta 5)

Often shortened to "T2", these modules are manufactured by players through the Invention process. T2 modules are usually more effective than Tech 1 Meta 4 modules, but sometimes they are identical (and, in rare cases, slightly worse). Tech 2 modules usually require more skills to use than Tech 1 modules, and they usually take more CPU and/or Powergrid to fit. T2 modules have a meta level of 5.

When deciding whether to use a Tech 2 module, make sure to compare it to a Tech 1 Meta 4 module before making the purchase. In some cases the meta 4 module has the same performance with lower fitting requirements.

Icon storyline.png Storyline (Meta 6-7)

Storyline modules are rewards from missions, specifically COSMOS missions and some Epic Arc missions. In COSMOS missions you don't get the item itself, but you receive 3-run Blueprint Copies (BPCs) that need some decent skills and sleeper technology to produce and most of them are quite expensive (in ISK and skills) to produce. Epic Arc rewards are given as items but their availability is limited to how often you can do the epic arc, and the time it takes to complete them. As such, both types of storyline items tend to be expensive despite being similar quality to Tech 2, and are not traded in great numbers.

Icon faction.png Faction (Meta 6-12)

Main article: Faction modules#Faction

Faction modules are equal or superior to Tech 2 modules and are purchased from Loyalty Point stores either as items or blueprint copies. These items will have a meta level of 6-12 (although most have a meta level of 6-9). They have names based on their faction such as "Caldari Navy Ballistic Control System". They tend to require the same skills to use as Tech 1 items.

You can identify a module's origin (i.e. which loyalty point store(s) you can buy it from) by its name:

  • Ammatar Navy: Ammatar Mandate
  • Caldari Navy: Caldari State
  • Dark Blood: Blood Raiders
  • Domination: Angel Cartel
  • Dread Guristas: Guristas Pirates
  • Federation Navy: Gallente Federation
  • Imperial Navy: Amarr Empire
  • Khanid Navy: Khanid Kingdom
  • Republic Fleet: Minmatar Republic
  • Sentient: Rogue Drones
  • Shadow Serpentis: Serpentis
  • Sisters: Sisters of Eve
  • Syndicate: The Syndicate
  • Thukker: Thukker Tribe
  • True Sansha: Sansha's Nation

Icon deadspace.png Deadspace

Main article: Faction modules#Deadspace

Deadspace modules are dropped in deadspace complexes and rare NPC spawns in asteroid belts. These are the best modules and as such are very expensive. These items have a meta level of 7 or higher (although most have at least a meta level of 9). Deadspace modules have names based on their faction (using the same nomenclature as the NPC rats) and quality such as "Pith B-Type Large Shield Booster". The progression from lower to higher quality is: "C-Type", "B-Type", "A-Type", "X-Type" - so a "B-Type" module will usually be better (and more expensive) than a "C-Type" module, but you should always check the detailed stats.

Icon officer.png Officer (Meta 7-14)

Main article: Faction modules#Officer

Officer modules are among the most rare, expensive and strongest modules in EVE, and as loot drops from rare named enemies which can be found in asteroid belts. Officer modules are named after the NPC they drop from, such as "Estamel's Modified Adaptive Invulnerability Field". While officer modules are usually better than deadspace modules, this is not always the case; always check the attributes before you buy.

Abyssal

Main article: Abyssal modules

Abyssal modules are made from other types of modules by using mutaplasmids on them. The result is a module with randomly increased and decreased stats.

Ships

Tech 1

Tech 1 ships such as the Rifter are bought from NPCs or manufactured by players from blueprints seeded on the market. After the tiercide these no longer have different power levels. Instead they are grouped into roles, such as attack, combat, and disruption. Attack ships are fast and hit hard, but combat ships are more resilient, while disruption ships focus on EWAR.

Icon faction.png Empire Faction

Empire faction ships such as the Imperial Navy Slicer are bought from the loyalty point stores of empire factions, such as the Gallente Federation Navy or Minmatar Republic Fleet. They are obtained as either complete ships or as limited run blueprint copies. You can also purchase these ships second-hand from players on the market. Empire faction ships are more powerful and much more expensive than Tech 1 ships, and are normally less powerful than Tech 2 or Pirate faction ships. The main advantage of Empire faction ships is their low skill requirements. If you can fly a faction's Tech 1 ships, you can fly the Empire faction ships, making them a good way of gaining an advantage during the long skill train to Tech 2 or Pirate faction ships.

Icon tech2.png Tech 2

These ships are only manufactured by players through the Invention process. They are usually comparable in price to Empire faction ships while being more powerful, but have high skill requirements to use. As well as better performance and bonuses, T2 ships have increased damage resistance, making them tougher. Additionally, many (but not all) Tech 2 ships are more specialised than their Tech 1 counterparts. An example of a Tech 2 frigate is the Wolf, a Tech 2 Minmatar Assault frigate based on the Rifter.

Icon faction.png Pirate Faction / Non-Empire Faction

Main article: Pirate Faction Ship Guide

These ships are bought from non-empire faction loyalty point stores, including Pirate factions, and others, such as Sisters Of Eve; and single-run blueprints for them can be found by destroying rare high-power NPCs in certain combat sites. They can also be purchased second-hand from players on the market. These non-empire faction ships require two different races' Spaceship Command skills to use. For example, the Dramiel, an Angel Cartel frigate, requires both Minmatar and Gallente frigate skills. They do not require high levels in them, however, making them considerably easier to train for than Tech 2 ships. Non-Empire ships typically have equal or better performance to Tech 2 ships, including unique bonuses specific to their pirate faction, but also cost considerably more than Tech 2 ships.

Icon tech3.png Tech 3

Tech 3 ships are constructed with Sleeper components that can only be found in wormhole space. There are two classes of Tech 3 ships currently in the game:

  • Tactical Destroyers are very versatile destroyers which can switch between different "modes" on the fly. T3 destroyers have generally lower skill requirements than T2 destroyers, as they serve as standard combat ships rather than filling special roles.
  • Strategic Cruisers are the most flexible and among the most powerful ships in the game for their size (and mass), with enormous possible variations in their capabilities. Flying strategic cruisers requires training in Subsystem skills, and may require a much wider range of other combat skills than T2 ships.

Rigs

Tech 1

Tech 1 rigs are made from materials salvaged from Tech 1 player or NPC ships, or found in Relic sites. They are made from blueprints seeded on the market by NPCs. Rigs do not have meta levels and there are no subdivisions of quality other than their Tech level.

Icon tech2.png Tech 2

Tech 2 rigs are made from materials salvaged from Tech 2 player ships. As such they are much more rare and expensive than T1 rigs, but they also provide larger bonuses.

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