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Rebalancing Modules in EVE Online, Round Two

Posted: Tue Dec 23, 2014 3:33 pm
by Forum Admin
http://community.eveonline.com/news/dev ... round-two/

Hello Capsuleers!

This is CCP Terminus bringing you another devblog, this time covering our continuing Module Tiericide project. For reference to what the Module Tiericide project is all about and what that will mean to your modules please refer to CCP Fozzies previous devblog here: Rebalancing EVE, One Module at a Time. The Proteus release on January 13th will see the second round of this work, with changes to 10 different module types of various categories.

 

Module Naming

We’ve looked at the feedback from the renaming we did in the first module pass, and we agree we may have gone too far in stripping out the lore and history from modules. However, we still value the information given by the new module names, and as such we will be creating a hybrid naming structure incorporating the two.

Each name will now consist of three parts: [flavour name] [specialization name] [type name]

For example, the Type-D Altered SS Overdrive Injector and other meta 1-4 Overdrive Injectors will be combined and renamed the Type-D Restrained Overdrive Injector. This keeps some of the flavor name, while adding in the specialization name informing you of its focus.

In addition, All flavor names will be consistent if paired with a specialization name meaning all Type-D modules will be Restrained. This adds further consistency to the naming system and prevents knowledge of one naming section from conflicting with another.

These changes will be retroactively applied to modules which have gone through the tiericide process in the past to keep everything consistent.

 

Modules Affected This Round

There will be 10 modules types affected this round, which fall in to 4 basic types: Harvest Equipment, Hull Upgrades, Propulsion Upgrades, and Engineering Equipment.

 

Harvest Equipment

Mining Lasers

Mining Lasers have had the number of modules reduced significantly. In addition, some ease-of-use balancing has been done, for instance on the mining laser range, to make them easier and more intuitive to use for newer players.








Name

Meta

Powergrid Usage

CPU Usage

Activation Cost (GJ)

Optimal Range (km)

Duration (s)

Mining Amount (m3)



Civilian Miner

0

2

65

20

10

60

30



Miner I

0

2

60

20

10

60

40



EP-S Gaussian Scoped Mining Laser

1

3

65

20

16

60

50



Particle Bore Compact Mining Laser

1

2

55

20

11

60

50



Miner II

5

4

80

70

12

60

60



Single Diode Basic Mining Laser

6

2

45

10

11

60

25



ORE Miner

8

4

80

70

16

60

65



Gallente Mining Laser

8

3

60

10

10

60

45




 

Mining Laser Upgrades

Mining Laser Upgrades (MLU) for both ore and ice have received the same treatment. Lower tier MLUs have been consolidated into one type. The two higher tier modules have been given storyline status to illustrate their rarity and strength, and given a 1% boost to their mining bonus. Drop rates and locations for the storyline modules have not changed.

MLUs - Ore








Name

Meta

Powergrid Usage

CPU Usage

CPU Penalty (%)

Mining Amount Bonus (%)



Mining Laser Upgrade I

0

1

30

10

5



Elara Restrained Mining Laser Upgrade

1

1

35

8

8



Mining Laser Upgrade II

5

1

40

12.5

9



'Carpo' Mining Laser Upgrade

6

1

35

6

9



'Aoede' Mining Laser Upgrade

6

1

40

8

10




 

MLUs - Ice








Name

Meta

Powergrid Usage

CPU Usage

CPU Penalty (%)

Cycle Time Bonus (%)



Ice Harvester Upgrade I

0

1

30

10

-5



Frigoris Restrained Ice Harvester Upgrade

1

1

35

8

-8



Ice Harvester Upgrade II

5

1

40

12.5

-9



'Anguis' Ice Harvester Upgrade

6

1

35

6

-9



'Ingenii' Ice Harvester Upgrade

6

1

40

8

-10




 

Hull Upgrades

Expanded Cargoholds

All Meta 0 Expanded Cargoholds (Alpha Hull Mod, Marked Modified SS, Partial Hull Conversion, Type-E Altered SS) will be consolidated into the 'Basic' Expanded Cargohold. Given the 'Basic' Expanded Cargohold has a lower Cargo Capacity bonus than all other Meta 0 Cargoholds (with the exception of the Marked Modified SS) of 17.5%, it is advised that you do not have a full cargohold with these modules fitted while in space on Proteus’ release.

In addition to the module tiericide, a new faction module has been added to the Expanded Cargohold lineup. This module will be available from the ORE LP store and/or as a drop.








Name

Meta

Structure Hitpoint Bonus (%)

Cargo Capacity Bonus (%)

Velocity Modifier (%)



Civilian Expanded Cargohold

0

-30

10

-20



Expanded Cargohold I

0

-25

17.50

-15



Type-D Restrained Expanded Cargo

1

-15

22.50

-13



Expanded Cargohold II

5

-20

27.50

-10



'Basic' Expanded Cargohold

6

-10

17.50

-20



Limited Expanded 'Archiver' Cargo I

6

-15

27.50

-10



ORE Expanded Cargohold

8

-20

29.00

-10




 

Nanofiber Internal Structures

In addition to the module tiericide, 'Basic' Nanofiber Internal Structures will be losing the Hull Upgrades I requirement. This keeps them in line with other 'Basic' modules by having low overall power, with low fitting and skill requirements.








Name

Meta

Skill Requirements

Structure Hitpoint Bonus (%)

Velocity Modifier (%)

Inertia Modifier (%)



Nanofiber Internal Structure I

0

Mechanics I

Hull Upgrades I

-15

7.75

-13



Type-D Restrained Nanofiber Structure

1

Mechanics I

Hull Upgrades I

-10

8.50

-14.5



Nanofiber Internal Structure II

5

Mechanics I

Hull Upgrades II

-20

9.50

-15.75



'Basic' Nanofiber Internal Structure

6

Mechanics I

-5

5.25

-10.25



Synthetic Hull Conversion Nanofiber Structure

8

Mechanics I

Hull Upgrades I

-10

8.75

-15.5



Domination Nanofiber Structure

8

Mechanics I

Hull Upgrades I

-15

9.50

-16



Republic Fleet Nanofiber Structure

8

Mechanics I

Hull Upgrades I

-15

9.50

-16




 

Reinforced Bulkheads

The most significant changes to Reinforced Bulkhead balance will be the slight increase in the Inertial Modifier. This penalty will be increasing slightly in order to add more significance to the stat and allow for greater variance. All modules still fall between the 1% and 5% Inertial Modifier increase. Reinforced Bulkheads II gain the largest penalty from this, keeping with the theme of Tech II modules having the most power outside of faction and storyline modules, but with the largest drawbacks. In addition to the rebalancing, two new faction modules have been added to the Reinforced Bulkhead lineup. These module will be available from their appropriate LP Store and/or as drops.








Name

Meta

Powergrid Usage

CPU Usage

Structure Hitpoint Bonus (%)

Cargo Capacity Bonus (%)

Inertia Modifier (%)



Reinforced Bulkheads I

0

1

35

15

-10

3



Mark I Compact Reinforced Bulkheads

1

1

25

18

-7

3



Type-D Restrained Reinforced Bulkheads

1

1

35

18

-5

1



Reinforced Bulkheads II

5

1

40

25

-11

5



'Basic' Reinforced Bulkheads

6

1

15

10

-5

1



Synthetic Hull Conversion Reinforced Bulkheads

6

1

20

20

-5

3



ORE Reinforced Bulkheads

8

1

35

27

-6

4



Syndicate Reinforced Bulkheads

8

1

35

27

-10

2




 

 

Propulsion Upgrades

Inertial Stabilizers

In addition to the module tiericide, two new faction modules have been added to the Inertial Stabilizers lineup. These module will be available from their appropriate LP Store and/or as drops.








Name

Meta

Signature Radius Bonus (%)

Inertia Modifier (%)



Inertia Stabilizers I

0

10

-16.75



Type-D Restrained Inertial Stabilizers

1

9

-18.50



Inertia Stabilizers II

5

11

-20.00



'Basic' Inertia Stabilizers

6

5

-14.00



Synthetic Hull Conversion Inertia Stabilizers

6

6

-20.00



Domination Inertial Stabilizers

8

7

-20.50



Shadow Serpentis Inertial Stabilizers

8

10

-21.50




 

Overdrive Injectors








Name

Meta

Cargo Capacity Bonus (%)

Velocity Modifier (%)



Overdrive Injector System I

0

-15

10.50



Type-D Restrained Overdrive Injector

1

-10

11.75



Overdrive Injector System II

5

-20

12.50



'Basic' Overdrive Injector System

6

-1

6.00



Synthetic Hull Conversion Overdrive Injector

6

-3

12.00



Domination Overdrive Injector

8

-5

12.50



Republic Fleet Overdrive Injector

8

-5

12.50




 

 

Engineering Equipment

Power Diagnostic Systems








Name

Meta Level

CPU

Shield Recharge Rate Bonus (%)

Shield Hitpoint Bonus (%)

Capacitor Recharge Rate Bonus (%)

Powergrid Bonus (%)

Capacitor Capacity Bonus (%)



Power Diagnostic System I

0

20

7.5

4

7.5

5

4



Mark I Compact Power Diagnostic System

1

17

8

4.5

8

5.5

4.5



Power Diagnostic System II

5

22

8.5

5

8.5

6

5



'Basic' Power Diagnostic System

6

8

5

2

5

2.5

2



'Cartel' Power Diagnostic System I

6

10

8.5

5

8.5

5.5

5



Caldari Navy Power Diagnostic System

8

16

8.8

6

8.5

7.5

5



Thukker Power Diagnostic System

8

16

8.8

6

8.5

7.5

5



Shadow Serpentis Power Diagnostic System

8

16

8.5

5

8.8

7.5

6



Ammatar Navy Power Diagnostic System

8

16

8.5

5

8.8

7.5

6



Dark Blood Power Diagnostic System

8

16

8.5

5

8.8

7.5

6



True Sansha Power Diagnostic System

8

16

8.5

5

8.8

7.5

6



Brokara's Modified Power Diagnostic System

11

18

10.7875

6.25

10.7875

7.875

6.25



Brynn's Modified Power Diagnostic System

11

18

10.7875

6.25

10.7875

7.875

6.25



Tairei's Modified Power Diagnostic System

11

18

10.7875

6.25

10.7875

7.875

6.25



Raysere's Modified Power Diagnostic System

12

20

13.075

6.5

13.075

8.25

6.5



Selynne's Modified Power Diagnostic System

12

20

13.075

6.5

13.075

8.25

6.5



Tuvan's Modified Power Diagnostic System

12

20

13.075

6.5

13.075

8.25

6.5



Ahremen's Modified Power Diagnostic System

13

22

15.3625

6.75

15.3625

8.625

6.75



Setele's Modified Power Diagnostic System

13

22

15.3625

6.75

15.3625

8.625

6.75



Vizan's Modified Power Diagnostic System

13

22

15.3625

6.75

15.3625

8.625

6.75



Chelm's Modified Power Diagnostic System

14

24

17.65

7

17.65

9

7



Cormack's Modified Power Diagnostic System

14

24

17.65

7

17.65

9

7



Draclira's Modified Power Diagnostic System

14

24

17.65

7

17.65

9

7




 

Capacitor Power Relays








Name

Meta Level

CPU

Shield Boost Bonus (%)

Capacitor Recharge Rate Bonus (%)



Capacitor Power Relay I

0

4

-10

20



Type-D Restrained Capacitor Power Relay

1

4

-10

22



Mark I Compact Capacitor Power Relay

1

2

-8

22



Capacitor Power Relay II

5

8

-11

24



'Basic' Capacitor Power Relay

6

1

-5

10



'Motte' Capacitor Power Relay I

6

2

-7

25



Ammatar Navy Capacitor Power Relay

8

4

-8

25



Dark Blood Capacitor Power Relay

8

4

-8

25



Imperial Navy Capacitor Power Relay

8

4

-8

25



Khanid Navy Capacitor Power Relay

8

4

-8

25



True Sansha Capacitor Power Relay

8

4

-8

25



Brokara's Modified Capacitor Power Relay

11

8

-10.5

26.875



Tairei's Modified Capacitor Power Relay

11

8

-10.5

26.875



Raysere's Modified Capacitor Power Relay

12

12

-11

28.75



Selynne#39;s Modified Capacitor Power Relay

12

12

-11

28.75



Ahremen's Modified Capacitor Power Relay

13

16

-11.5

30.625



Makur's Modified Capacitor Power Relay

11

16

-10.5

30.625



Vizan's Modified Capacitor Power Relay

13

16

-11.5

30.625



Chelm's Modified Capacitor Power Relay

14

20

-12

32.5



Draclira's Modified Capacitor Power Relay

14

20

-12

32.5




 

Capacitor Rechargers








Name

Meta Level

CPU

Capacitor Recharge Rate Bonus (%)



Cap Recharger I

0

10

15



Eutectic Compact Cap Recharger

1

8

17.5



Cap Recharger II

5

15

20



'Basic' Capacitor Recharger

0

4

12



'Palisade' Cap Recharger I

6

8

20



Ammatar Navy Cap Recharger

8

10

21



Dark Blood Cap Recharger

8

10

21



Imperial Navy Cap Recharger

8

10

21



Khanid Navy Cap Recharger

8

10

21



True Sansha Cap Recharger

8

10

21



Brokara's Modified Cap Recharger

11

15

24



Tairei's Modified Cap Recharger

11

15

24



Raysere's Modified Cap Recharger

12

18

28



Selynne's Modified Cap Recharger

12

18

28



Ahremen's Modified Cap Recharger

13

20

32



Vizan's Modified Cap Recharger

13

20

32



Chelm's Modified Cap Recharger

14

23

36



Draclira's Modified Cap Recharger

14

23

36




 

We will be taking feedback into account for all modules and there may be some further changes between now and the release of Proteus based on this feedback. As always, we hope you’ve enjoyed running through these changes with us, and we look forward to hearing what you have to say in the comments.

- CCP Terminus and the whole CCP Module Taskforce

Re: Rebalancing Modules in EVE Online, Round Two

Posted: Wed Dec 24, 2014 3:40 am
by 1Robert McNamara1
This module rebalance is pretty bad. Several meta mods are now less effective than T1. Unless I'm missing something here.

Re: Rebalancing Modules in EVE Online, Round Two

Posted: Wed Dec 24, 2014 8:04 am
by Jetterok
I'm just curious about how many fits will have to be reworked.

Re: Rebalancing Modules in EVE Online, Round Two

Posted: Fri Dec 26, 2014 3:21 pm
by S1euth
1Robert McNamara1 wrote:This module rebalance is pretty bad. Several meta mods are now less effective than T1.
This sounds fantastic. Hopefully the primary stat for all T1 modules is better than "meta" mods and meta mods provide you some secondary advantage, such as fitting or capacitor usage, at the expense of the primary stat. It will be so much easier to source and fit t1 fittings by building, rather than needing to fly to Jita to import meta drops. In addition, I'd rather play a game where T1 module producers have a bigger impact on the game.

The old idea of "meta 2-4 is superior to T1" is being destroyed by this new rebalance philosophy and it is awesome. I welcome our new module tiericide overlords.

I also love that t2 is going to consistently have a better primary stat than any "meta" modules. In fact, I've been betting the farm since November on about 20 t2 modules, like ecm, target painters, webs, sensor disrupters, etc because there t2 counterparts prices have depressed prices . Everyone in the world knows T2 EWAR mods are a suckers buy, because meta 4 and sometimes 3 is more effective; but not for long. The tricky part has buying billions of the t2 modules without making the price change as a result of my own purchasing actions. They are produced in such low supply, that I've been spending some remaining time making as many t2 ewar BPCs as I can to take advantage of this new cornered market. If anyone finds a t2 ewar BPO, then let me know..I am interested in them too. ;)