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10/19/2012

Modules Types

A few posts back, we talked about "epic loot" in EVE, but never explained the purpose of each type. Those types include, Tech 1, Tech 2, Faction, Storyline, Deadspace, and Officer. Unlike other games, each type actually has a uniform set of differences from others. In this articles I'll explain many differences as well as how to use them to your advantage.


To explain all of this easier, here's a screenshot of the compare tool when comparing small shield boosters. You can get to this tool by clicking the "compare" button on the "variations" tab of any module.


Basically, the order in which the types are put in are from worst to best; so to speak. Your tech 1 items are
the cheapest, and easiest modules to use. They require the bare minimum skills, but also have the lowest stats. In the Tech 1 category, most of the time we deal with meta level 1 through 4 items. Meta level 0 is usually the last resort even for new pilots. As you can see from the screen shot, a meta level 0 item takes more CPU than most of the others, and is the worst module out of all of them. Meta level 1, 2, 3, and 4 though are easy ways to make fitting easier, and also come very close to being as good as Tech 2 in terms of what the module does. The meta 1-4 modules are usually the best option for new pilots. The reason being is that fitting is very skill intensive. You want to save as much CPU and PowerGrid as possible for your fit, as if you're missing various skills that reduce CPU and PG use, you will have a hard time fitting a ship completely.

Tech 2 modules are basically the modules for pilots with skills leveled for the ship they are fitting, and they are the only modules that require a skill or specialization to use. Not only are they cheap, they are a good medium between Tech 1 and Deadspace offering decent fitting ability, and great overall attributes.

If you want a module as good or better than Tech 2, but don't have the ability to use such because of skills Faction is the way to go. Even if you need to make room on your fit you can then use also remedy that with Faction modules. Faction modules are made with reduced fitting costs so you can pack a fit tighter, or make the entire fit more capacitor stable. Of course this ability comes at a higher cost. Faction modules are considerably more expensive than Tech 1 and Tech 2. Storyline modules are about the same except that they can sometimes be even easier to fit in terms of CPU/PG. They cost quite a bit more, but that's considering that you can find one.

Last are Deadspace and Officer modules. Both of these are the best of the best. Of course getting the best has a price tag like it was the last, but on specific fits they can make a ship better than ever. Deadspace modules are split up into various groups depending on the pirate faction they reside from. Each one offers various differences in modules. If you look at the screenshot, you'll notice that Pith modules offer large chunks of HP repair with large capacitor usage, while Gist offer small amounts for a lot less activation. Little variations like that to perfect your fit is where Deadspace modules come into play. As for Officer modules, they are basically suppose to be the best for whatever meta level they reside in. They have the highest attribute for whatever the module was made to do. While sometimes they are comparable to Deadspace they can be cheaper at times, but rarely used because of their rarity.

Hopefully this gives some insight into modules. As we move into fits you'll see many using different types, and will understand why they are used.

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