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blankseplocked An analysis of Navy Faction modules
 
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Horchan
Gallente
Posted - 2008.12.24 15:29:00 - [1]
 

Occasionally my brain rattles in strange and OCD ways, and it won't let me rest until I do something like this...

I decided to do a bit of an analysis to see how the various Navy faction items stack up against each other. I've decided to exclude the Ammatar and Khanid navies, since Ammatar is exactly like the Amarr, and I've yet to ever see a Khanid module on contracts.

Armor modules
  • Armor Hardeners -
  • Amarr, Gallente, and Minmatar have armor hardeners. Minmatar hardeners are equal to T1, while Amarr and Gallente are equal to T2, only with lower fitting costs.

    The clear loser here are Minmatar, with Amarr and Gallente tying for a "win", but only when T2 uses too much CPU.

  • Armor Repairers -
  • Amarr, Gallente, and Minmatar have Armor Repairers. Looking at Large Repairers: Amarr repairs 60/sec, and uses 30 cap/sec; Gallente repairs 53.33/sec, and uses 26.67 cap/sec; Minmatar repairs 48/sec, and uses 24 cap/sec. For reference, T2 repairs 53.33/sec, and uses 26.67 cap/sec.

    Therefore, Minmatar loses except for efficiency, Gallente ties the T2 again (with lower fitting costs), and Amarr repairs more for slightly less efficiency than T2.

  • Energized Plating -
  • Amarr and Gallente have these. Amarr give a slightly larger bonus than T2, while Gallente give the same bonus as T2.

    Gallente ties T2 again (with lower fitting costs), and Amarr wins with a slightly larger than T2 bonus.

  • Reistance Plating -
  • Amarr, Gallente, and Minmatar have these. Amarr has a slightly larger bonus than T2, while Gallente and Minmatar give the same bonus as T2.

    Gallente and Minmatar tie T2 (with lower fitting costs), and Amarr wins with a slightly arger than T2 bonus.

  • Nanofiber Internal Structures -
  • Minmatar is the only faction with these, and while they give the same bonuses as T2, they have a slightly smaller Structure penalty.

    Minmatar are the de-facto "winners", but the small amount of Hull gained probably isn't worth the price.


Electronic Warfare modules
  • Stasis Webifiers -
  • Caldari and Gallente have webs. The Caldari web slows by -55% at 12km; the Gallente web slows by -60% at 14km. For reference, the T2 web slows by -60% at 10km.

    The Caldari web sacrifices a bit of strength for added range, and in my opinion "ties" the T2, while the Gallente web has a clear win with superior range.

  • Warp Scramblers -
  • Caldari and Minmatar have short range scramblers. Faction scramblers have strength 3. The Caldari scram has the same range as T2 with lower fitting; the Minmatar scram has 1km more range.

    Both the Caldari an Minmatar win this solely on the extra point, coupled with the lower fitting costs.

  • Warp Disruptors -
  • Caldari and Minmatar have long range disruptors. Faction disruptors have strength 1. The Caldari scram has 4km more range than T2 (for a total of 24km); the Minmatar scram has a total range of 30km.

    The Caldari slightly "wins" over T2 due to range, while Minmatar clearly wins with superior range.


Electronics modules
  • Co-Processors -
  • Caldari and Gallente have these. Gallente give a 13% bonus; Caldari give a 14% bonus. T2 gives a 10% bonus.

    Both win over T2, but Caldari wins out over Gallente.

  • Sensor Boosters -
  • Only Gallente has these. Unscripted, Gallente gives a 32.5% bonus to both range and resolution. T2 gives 30% unscripted.

    Gallente "wins" by default, but with less than a 10% increase over the T2, it's probably not worth the cost.


Engineering modules
  • Capacitor Boosters -
  • Only Amarr have these, and their only benefit over T2 is a slightly lower cycle time, and they come at the penalty of lower ammo capacity.

    While technically the "winner" by default, the cost and loss of ammo capacity make this a hollow win.


(cont.)

Horchan
Gallente
Posted - 2008.12.24 15:30:00 - [2]
 


  • Capacitor Power Relay -
  • Again, only Amarr have these. It is identical to the T2 with a slightly lower shield recharge penalty and CPU cost.

    The Amarr "wins" by being slightly better than T2, but only by the smallest of margins.

  • Capacitor Recharger -
  • Another Amarr only. It has an identical bonus to T2 with slightly lower CPU cost.

    Another default to Amarr, but only worth it if you're dying to save CPU.

  • Energy Destabilizer -
  • Yet another Amarr only. It neutralizes the same amount of capacitor as T2, with a longer range.

    Amarr wins, this time with a more clear difference.

  • Energy Vampire -
  • This section is saturated with Amarr only. Like the energy neuts, the Amarr drains the same as T2, but with better range.

    Another Amarr win.


Propulsion modules
  • Afterburner -
  • Gallente and Minmatar have afterburners. Gallente gives a 141% boost; Minmatar gives a 144% boost. T2 gives a 135% boost.

    Both are better than T2, with Minmatar beating Gallente, but the boost over T2 is very small, and potentially not worth it.

  • Microwarpdrive -
  • Gallente and Minmatar have these. Since all MWD's give a 500% boost, the only difference between these is their capacitor penalty, with Gallente giving a -14% penalty, and Minmatar giving a -11% penalty (T2 is -17%).

    Like the AB's, both technically beat T2, with Minmatar beating Gallente, but the difference in what this will do to your capacitor is almost negligable and basically not worth it over T2.

  • Overdrive Injector -
  • Only Minmatar has this. It gives the same bonus as T2, with a fraction of the cargo penalty.

    Minmatar wins by default, but really only worth it if the loss of cargo capacity is killing your ammo/cap booster stockpiles.


Shield modules
  • Shield Boost Amplifier -
  • Caldari and Minmatar have boost amps. Caldari has a bonus of 37.5%; Minmatar has a bonus of 32.5%; T2 has a bonus of 36%.

    Minmatar lose this, being worse than T2, with Caldari winning, if only by a small margin.

  • Shield Booster -
  • Caldari and Minmatar have these. Looking at X-Large boosters: Caldari boosts 150/sec, and uses 100 cap/sec; Minmatar boosts 120/sec, and uses 80 cap/sec; T2 boosts 120/sec, and uses 80 cap/sec.

    This mirrors the Amarr/Gallente situation for armor repairers, with Caldari clearly winning (if less cap efficient), and Minmatar tying T2 with lower fitting costs.

  • Shield Hardener -
  • A Caldari only. Not including Invulnerability Fields. It gives the same bonus as T2 with lower CPU and capacitor needs.

    A "win" for Caldari, but only for extremely tight fits.

  • Invulnerabilty Field/Shield Resistance Amplifier -
  • Another Caldari only. Grouped because of very similar patterns. In both cases the Caldari mod has a bigger bonus than T2.

    A default win for Caldari.


Smartbombs
  • All Smartbombs -
  • Each race has their own flavors of smartbomb, doing their racial damage. They all do more damage than T2, and have a larger radius than T2.

    No definite winner, other than that all are better than their T2 equivelant.


Turrets and Launchers
  • Hybrid : Blaster -
  • Gallente only. It takes less PG and capacitor, but with T2 specialization skills, loses out in damage.

    Gallente "wins" by default, and is great if you can't use T2.
  • Hybrid : Railgun -
  • Caldari and Gallente have railguns. Caldari loses in damage to T2, but is more PG and cap efficient. Gallente also loses in damamge (but by a much smaller margin) and uses less PG and capacitor.

    Gallente is the "winner" and clear choice if you can't use T2, with Caldari being slightly worse than T2.

  • Laser : Beam & Pulse -
  • Amarr only. It does less damage than T2, but is more cap efficient, and takes less CPU to fit.

    Amarr "wins" by default, and is great if you can't use T2.


(cont.)

Horchan
Gallente
Posted - 2008.12.24 15:31:00 - [3]
 


  • Missile Launcher -
  • Caldari and Minmatar have launchers. Caldari has superior RoF and capacity to T2, as well as lower PG; Minmatar has equal or worse RoF than T2 (due to skills), but takes less CPU and PG.

    Minmatar loses here (though it's better than 'Arbalest'), and Caldari is a clear winner, beating out T2 with skills included.

  • Projectile : Artillery & Autocannon -
  • Minmatar only. Loses out to T2 in the damage department, but has slightly better RoF, and has lower fitting costs.

    Minmatar "wins" by default, and is great if you can't use T2.


Weapon Upgrade modules
  • Ballistic Conrol Unit -
  • Caldari and Minmatar have these. All give the same RoF bonus, but the Caldari gives a better damage bonus. Minmatar is the same as T2, but with lower CPU cost.

    Caldari wins, and Minmatar is a costly alternative to T2 if you need CPU.

  • Gyrostabilizer -
  • Minmatar only. It gives the same RoF bonus as T2, but has a higher damage bonus and takes less CPU.

    Minmatar wins (by default).

  • Heat Sink -
  • Amarr only. It gives the same RoF bonus as T2, but has a higher damage bonus and takes less CPU.

    Amarr wins (by default).

  • Magnetic Field Stabilizer -
  • Gallente only. It gives the same RoF bonus as T2, but has a higher damage bonus and takes less CPU.

    Gallente wins (by default).

  • Tracking Computer -
  • Gallente only. It gives better range and tracking bonuses before scripts than T2.

    Gallente "wins" by default, but it's debatable if the cost is worth the marginal increase over T2.

  • Tracking Enhancer -
  • Minmatar only. It gives a slightly better range bonus and the same tracking bonus as T2, but with lower CPU.

    Minmatar "wins" by default, but is hardly worth it over T2 unless you're dying for CPU.

  • Tracking Link -
  • Gallente only. Similar situation to tracking computers.

    Gallente "wins", but only really worthwhile if you get bonuses to them.

Horchan
Gallente
Posted - 2008.12.24 15:34:00 - [4]
 

I realize a bit of this will be biased by my value of "worth" of the margins gained by said modules. However, I do think this will hopefully give some insight to those that haven't looked too deeply into Navy modules and their potential values.

Akyla
Bears Inc
Posted - 2008.12.24 15:59:00 - [5]
 

Nice overview!

Dark Soldat
Genos Occidere
HYDRA RELOADED
Posted - 2008.12.24 16:01:00 - [6]
 

Originally by: Akyla
Nice overview!

i approve this !

Xephys
Empire Assault Corp
Dead Terrorists
Posted - 2008.12.24 16:02:00 - [7]
 

Nicely laid out with some good info, if a bit limited on something that not a lot of people will need.

+1 from me.

The Djego
Minmatar
Hellequin Inc.
Posted - 2008.12.24 16:40:00 - [8]
 

Edited by: The Djego on 24/12/2008 16:42:08
You missed at the AN Cap booster that it needs less CPU and Powergrid than the T2, while dooing slight more Cap/s after putting reloading in accout. Also having a reduced cycle time instead of one charge more till reload is often more usefull in tight situations and tight fittings(Dualrepp, XL Booster + Weapons that need cap to fire).

The reppers got all the same Cap\HP efficency, but Amarr ones repair more(with more cap need) the gallente one is on paar with T2 but at the Fitting costs of the best T1 and no increased Cap need(runs fare more stable in a Dualrepp setup with a singel Large cap booster on the Mega). Unfortunaly they loosing ground after Rigs, Ship Rep Boni, Drugs and Overloading since cap need stays the same and the increasement is larger for the 900 HP/cycle Reppers(not in % but in raw HP/Cycle numbers).

Also the less cap need of AN Lasers is well worth it on a Abaddon in preaty ganky PVE setup. Tryed a bit T2 but gone back to AN since the diffrence is huge after several minutes non stop firing, especialy with Multifrequency.

After all the Minmatar LP Shop sucks quite a bit because it donīt have very common low PVP Pimp items left after the Nano Nerf in stock.

Liadan Khanum
Gallente
Dragon Armed Mercenary Escort Squadron
Posted - 2008.12.24 17:01:00 - [9]
 

Great Summary :)

I do have one additional note which I only noticed becuase I did a bit research in one small area.

The data for the Rails is correct but not quite complete.

Originally by: Horchan
[list]
  • Hybrid : Railgun -
  • Caldari and Gallente have railguns. Caldari loses in damage to T2, but is more PG and cap efficient. Gallente also loses in damamge (but by a much smaller margin) and uses less PG and capacitor.



    Additional Info
    CN Rails get 1.2 km of extra base range 15,600 vs 14,400 for 150mm, and 62,400 and 57,600 on 425mm's.

    This works out to an 8.33% range bonus for caldari with the gallente damage bonus being 4.17%

    While not a large base bonus, when used on sniper platforms with signficant range bonuses (i.e. Harpy, Rokh) they really make a difference. Just like when used with ships with damage bonuses, the extra dmage will be multiplied.

    For comparison on 425's on a max skill Rokh, the difference is Gallente gets 2 more DPS (308 vs 296 single round) with 5 km less range using standard Antimatter L (for each railgun). For Tungsten rounds the damage difference is only 6 per round with a range difference of 13 km.

    Gallente and T2 have the same Range while T2 with level 5 Spec does 326 single round damage.

    Originally by: Horchan
    [list]
    Gallente is the "winner" and clear choice if you can't use T2, with Caldari being slightly worse than T2.



    To me this makes it a tradeoff of Gallente damage vs Caldari range. Either could be more desierable in different fittings. And T2 is clearly superior to Gallente.
    T2 also does significant more damge than Caldari, but has inferior range (unless T2 ammo is used)

    Liadan


    VJ Maverick
    Splinter Cell Alfa
    Posted - 2008.12.24 18:12:00 - [10]
     

    Awesome. Now add Pirate faction, deadspace and officer modules:)

    Ashina Sito
    Gallente
    Center for Advanced Studies
    Posted - 2008.12.24 18:41:00 - [11]
     

    Nicely done. Thanks for the work! Very Happy

    Icarus Flame
    Amarr
    The Tuskers
    Posted - 2008.12.24 19:02:00 - [12]
     

    With reference to what you said about the Amarr LP Cap modules, I believe that they're both better than T2. I know the CPR gives a 25% bonus, with 24% for T2. I think the Cap recharger gives a 21% bonus as well, but I could be wrong.

    Also, lol @ the Minmatar LP store - post nano-nerf, they've got nothing. Republic Fleet Overdrive Injectors are worth it all right, if only to say that you faction fitted your salvage slasher. Suddenly Ninjas, I'm looking at you. Rolling Eyes

    Meiyang Lee
    Gallente
    Azteca Transportation Unlimited
    Gunboat Diplomacy
    Posted - 2008.12.24 19:20:00 - [13]
     

    Khanid Modules are not very common, but they exist. For the most part they are identical to Amarr modules, with the only difference being a name change.
    The Khanid LP store however does offer a Khanid Ballistic Control System, which is identical to the Caldari one.

    Thercon Jair
    Minmatar
    Nex Exercitus
    Raiden.
    Posted - 2008.12.24 21:02:00 - [14]
     

    When you look at the LP stores I have to ask myself about a few things:

    -why have gallente a navy tracking link while the minmatar build the ship with the bonus?

    -why have gallente and caldari a navy web while the minmatar build the ships with the webs?

    -why have caldari and minmatar disruptors/scrams while gallente build the ship with the bonus?

    There's a few more of those. The only "explanation" I can come up with is:

    Since those factions don't have the ability to build ships that give a bonus to those modules, they need to improve on the modules themselves.

    Not the "soundest" RP explanation in my opinion Wink

    Emily Spankratchet
    Minmatar
    Pragmatics
    Posted - 2008.12.24 21:24:00 - [15]
     

    Great post. I've often wanted to be organised enough to do this, but don't have enough OCD.

    Sad to see it confirming my suspicion that the Minmatar LP store sucks (as far as modules go), though...

    Halock
    Minmatar
    Posted - 2008.12.24 21:26:00 - [16]
     

    Very good writeup.

    I'll add my 2 cents, the wmd's, i think you're underestimating that 5% more cap from the minny one, thats the dif between 1:30 seconds of use, and permarun on the vagabond.

    Also, much less sig bloom :)

    schurem
    Silver Snake Enterprise
    Against ALL Authorities
    Posted - 2008.12.24 22:11:00 - [17]
     

    minmatar lose out a LOT, except for the scrams their stuff sucks donkey balls Rolling Eyes

    Orion GUardian
    Caldari
    Posted - 2008.12.24 22:29:00 - [18]
     

    ah nice one *bookmark*

    Lady Valory
    Caldari
    Perkone
    Posted - 2008.12.24 23:47:00 - [19]
     

    PLEASE analyze cosmos mods--I know some are good and most are trash, but please look at them and post!

    Horchan
    Gallente
    Posted - 2008.12.25 00:08:00 - [20]
     

    Yeah, I thought there might have been a few inaccuracies, and that others would have more insight into the usefulness and effectiveness of some of the modules. Thanks to any and all corrections; I'll hold off on editing the original posts until my brain is working properly again.

    Also, as some of you have guessed, I did this as a way of pointing out that not all faction LP stores are created equal, and that some of them are due for some loving. And while I *do* have spreadsheets of the complete analysis of modules including all faction, deadspace, officer, and storyline items, I'll hold off on typing that up. Let's just say it'd be the size of a small novel...

    Caelea Ikades
    Posted - 2008.12.25 01:17:00 - [21]
     

    Nice Compilation

    Suggestion:
    -Non Empire Factions (Sansha, Blood Raiders, etc, also Khanid)

    Zhora Six
    Posted - 2008.12.25 04:52:00 - [22]
     

    Edited by: Zhora Six on 25/12/2008 04:53:25
    Edited by: Zhora Six on 25/12/2008 04:52:43
    First off, wonderful job! I think the same way you do, except that once I've finished, I just hit cancel. I've been jaded by too many trolls - they feed off anything, you know...

    Originally by: Horchan
    Armor Hardeners -
    Amarr, Gallente, and Minmatar have armor hardeners. Minmatar hardeners are equal to T1, while Amarr and Gallente are equal to T2, only with lower fitting costs.

    The clear loser here are Minmatar, with Amarr and Gallente tying for a "win", but only when T2 uses too much CPU.


    Minnie hardeners use 1/3 the cap of other hardeners. Multiply that by 3-4 and you save a good bit of cap.

    Thought I'd throw that out there, since I use them for just that purpose.

    Jukhta Mein
    22nd Black Rise Defensive Unit
    OWN Alliance
    Posted - 2008.12.25 06:31:00 - [23]
     

    Sticky this somewhere?

    Myrkala
    Minmatar
    Rebel Inc
    Posted - 2008.12.25 06:53:00 - [24]
     

    I need to add something, the cap efficiency of the faction afterburners!

    100mn T2 = 352 cap per cycle

    Gallente = 320 cap per cycle

    Republic Fleet = 241 cap per cycle

    That's a whopping 31,5% less cap used on the minmatar per cycle compared to T2 in addition to 9% more speed boost. It's very nice for PVE setups, and could be useful in pvp too.Very Happy

    techzer0
    Caldari Provisions
    Posted - 2008.12.25 07:03:00 - [25]
     

    Originally by: Horchan
    • Microwarpdrive -
    • Gallente and Minmatar have these. Since all MWD's give a 500% boost, the only difference between these is their capacitor penalty, with Gallente giving a -14% penalty, and Minmatar giving a -11% penalty (T2 is -17%).

      Like the AB's, both technically beat T2, with Minmatar beating Gallente, but the difference in what this will do to your capacitor is almost negligable and basically not worth it over T2.



    Just nitpicking... that Cap penalty is a huge deal on MWD's. I can fit a Republic fleet 10MN MWD and run it and a Warp Disruptor II for 2 mins 38 seconds on my Vagabond. If I fit a T2 10MN MWD, I get a whopping 1 min 36 seconds before I cap out. More noticable on ships that need cap to tank than on my Vaga, but I figured it was a useful example of how it nearly doubles available cap.

    There were other a few other things I noticed (like CN Warp Disrupt II's only advantage over T2 is 4 less CPU, range is the same) but the list is pretty freakin awesome overall Very Happy

    Shows me which faction I should get my LP with for sure, heh

    Orion GUardian
    Caldari
    Posted - 2009.02.18 21:34:00 - [26]
     

    Got any update on this Horchan?

    Imaos
    Posted - 2009.02.18 23:03:00 - [27]
     

    Originally by: Horchan

  • Warp Disruptors -
  • Caldari and Minmatar have long range disruptors. Faction disruptors have strength 1. The Caldari scram has 4km more range than T2 (for a total of 24km); the Minmatar scram has a total range of 30km.

    The Caldari slightly "wins" over T2 due to range, while Minmatar clearly wins with superior range.
    [/list]


    T2 has a total range of 24km, just like Caldari Navy.

    Imaos

    Ravenal
    The Fated
    E.Y
    Posted - 2009.02.19 00:42:00 - [28]
     

    Originally by: schurem
    minmatar lose out a LOT, except for the scrams their stuff sucks donkey balls Rolling Eyes


    qft

    you missed the ammo though!

    I want a faction mod rebalance. in general it should tie T2 but have less fitting. More accurately exceed T2 excluding skills that only affect T2

    Sasha Sen
    Gallente
    United Industries LTD.
    Shadow Empire.
    Posted - 2009.02.19 01:11:00 - [29]
     

    Originally by: Myrkala
    I need to add something, the cap efficiency of the faction afterburners!

    100mn T2 = 352 cap per cycle

    Gallente = 320 cap per cycle

    Republic Fleet = 241 cap per cycle

    That's a whopping 31,5% less cap used on the minmatar per cycle compared to T2 in addition to 9% more speed boost. It's very nice for PVE setups, and could be useful in pvp too.Very Happy


    To further analyze teh AB's, you forgot to take cycle TIME in to effect. Not sure about minnie time, but I know gallente is 15 sec vs 10 sec on T2, and that affects cap/s use by a lot. I'll double check cycle times.

    Ravans
    Minmatar
    Grim Determination
    Nulli Tertius
    Posted - 2009.02.19 01:40:00 - [30]
     

    suggest you put this on the wiki under a faction guide if there is not one already. dont let this gem become lost in the mass of whines.


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