Thank you to Riddik Aldemir Stasarik for the idea.
https://wiki.eveuniversity.org/Tech_and_meta_levels has more detail on this subject.
All developed modules in eve generally have 6 'levels' of 'good'. They use the 'meta' level to indicate it, going from 0 to 14. So, when you can't fit something, find a meta. If you want it to be better and you have the isk, can get the faction. The Variations tab in show info in game has all of them.
T1- Tech 1, the base module, meta 0 It's the basis of every build pipeline to build the others, it is easy to get, and it is also is the worst performance and hard to fit. But soooo cheap, but sometimes more expensive than better meta modules.
'Meta' - This refers to the meta level 1-4. These are usually named something weird. These have often better fitting characteristics while having better performance. These vary on price on how common they are and how often rats drop them, so vary between 3k to 7 mil.
T2 - Tech 2, meta 5, the standard. Great stats, not great fitting. These usually require skill level 4 or 5 to use, but have a different price structure, usually 1-3 mil.
Faction - Sold/dropped by a 'faction' in eve, meta 8. These have better performance or fitting based on the t2, or both. These are all over the board, with some being super cheap 300k and others being 80 mil. Cannot get these in volume.
Officer - Only dropped by certain rare officer spawns, meta 14. These are super expensive. If you get one, sell it in jita and make 1 to 8 bil easy. :smile:
Abyssal - Take any of these and apply an appropriate multiplasmid and it gets better or worse based on your luck. And 0 value on your loss mail. :smile:
Let's take an example:
T1 - Drone Damage Amplifier I - 15% damage, 27 cpu, 53k isk - Used on newbie frigates/cruisers
meta - AE-K Compact Drone Damage Amplifier - 17% dam, 25 cpu, 89k isk - Used on Vexors
T2 - Drone Damage Amplifier II - 20.5% dam, 30 cpu, 1.2 mil isk - Used on Gilas/Ishtars
Faction - Sentient Drone Damage Amplifier - 23.8% dam, 20 cpu, 120 mil isk - Used on Carriers/Supers
Officer - Unit P-343554's Modified Drone Damage Amplifier - 25.8% dam, 26 cpu, 8 bil isk - Used on Supers
low cost Abyssal - Mutated Drone Damage Amplifier -20.9%, 15.66 cpu, 600 mil - Built off a badly rolled faction, a bad price!
high cost Abyssal - Mutated Drone Damage Amplifier -29.7%, 27 cpu, 15 bil - Built off a P-343554!
Or use the 'compare' button in game on the 'variation' tab to easily see what they are like.
If you do a 'show info' on a module, and it has an industry tab with a blueprint, that means it was built by a player. If there isn't a blueprint on there, that means it was most likely dropped by an NPC.
Note, you can drag Abyssal modules onto the compare tab as well!
This diagram is based off some work that Hokaba Hanaya did on Eve Online Discord. Click to see full res.
It walks you through the different types of light guns. Thanks again to Hokaba Hanaya!
Ships also have meta levels. these can vary, a LOT.
Tech 1 = base generalist
Faction = Base but better
Pirate = Base but better with a gimmick!
Tech 2 = Specialist in one thing.
Tech 3 = Role switching!
The skills and costs of these can vary a lot.
At the destroyer level, it might costs 15 mil to fit a Tech 1, 30 mil to fit a faction one, 120 mil to fit a pirate one, 100 mil to fit a t2, and 100 mil to fit a tech 3.
Using show info, you can figure out nearly every module in eve.
You can look at ships traits to figure out what they are strong at.
You can then do show info to figure out what skills use them.
Then look at the required for tab to see what uses what.
And it is just a bunch of linked items here. Very easy to navigate once you learn them.
And when in doubt, ask a help channel!
The comparison tool inside is great, if a little clunky.
You can use this to compare multiple different modules of different types. It has an 'estimated price' as well, which is based on market conditions and isn't always accurate. Plus doens't mean there is availability. Let's look at an exact example of Drones, which we discussed yesterday. (see below)
I have ordered this list on one of the major attributes you will care about with drones, the drone damage multiplier. So a hobgoblin II has a multiplier of 1.92 modifier, while the warrior II has a multiplier of 1.56. Each do 13 hp on each hit, multiplied by that number.
So why does everyone use warrior ii for combat?
The speed. The hobgoblin only 3.3k/sec burn time and orbit of 660m/sec orbit. Plus their tracking is horrible with only 2.18.
Versus the warrior which is 5k/sec burn and 900m/sec orbit, with 3.56 tracking.
And then you have the damage type, hobgoblins do thermal, which is usually equal around armor and shields. Warriors do explosive, which do crappy against shield, which is what most kitey ships are using, especially small tacklers. but they can track at least. so you can switch to acolytes, which are nearly as fast.
So you have to find that balance between damage, tracking, speed, damage type, and then the factionals throw a massive wrencch into it.
In this case, 'meta' a ship is most often used when trying to fix a ship fit you were given.
Sometimes, you are given a ship with perfect skills. Or they link you a ship with a module offline, unexplained issues, or other problems. So you sometimes have to fix things you're given.
If you are missing CPU, there are 10 billion variations you can do. Most involve changing a single module from a t2 module to a meta module, as listed above.
Let's take a real world example:
This fit above is easy to fit for people with great skills. but can be tough for someone new. So we can change a LOT to get CPU back.
Heat sink to a compact.
Warp Disruptor II to a compact.
Or replace an entire module like a heat sink to an overdrive.
Your power grid (aka Grid or PG) is often harder to fix, though. Because it's limited by a smaller subset of skills that change your modules grid uses. Shield upgrades 5 is universally needed in most null sec fittings, for instance.
If you needed grid on this ship, you could change the 5mn quad to a 5mn compact. Or change a rig to another one that doesn't increase your grid load.
You can also look at implants, but try to cap yourself at 1% because it's often just a sign of a bad fit otherwise.
When in doubt, ask someone more experienced. It will take them literally 10 seconds to fix it.
This is just a list of important 'meta' modules to help you. Remember, grid is harder to get than CPU, so always adjust fit entirely if short on grid, or look at Shield Upgrades 5 (SUPER important) or Advanced Weapon Upgrades 4. CPU is almost always a mix of skills, like Weapon Upgrades 5. Anything with rigs might require rigging skills, can get those to 3.
Most follow a pattern:
Tech 1 - aka T1 the base version that anyone can build. The bare minimum. High CPU/Grid costs.
Enduring - Same as T1 other than better cap
Compact - Same as T1 other than better CPU/Grid
Restrained/
Tech 2 - aka T2, the base version for 'good builds' generally. Better Range/Damage/Effect but even higher CPU/Grid costs than T1.
Deadspace - Super rare because it comes from cosmos missions, but mix between insane to okay price, better than T2.
Pirate - Varies between insanely expensive to less than T2. Better than T2.
Navy - Easier to source for LP costs, better fit or abilities at 10x-20x the price, or sometimes the same as T2 but better fitting.
Officer - another 100x-200x price increase for best modules in the game. :D
Note, most of these modules have a short name which is an acryonym, and then a 'code' name to make it easy to find. For instance MSE - Medium Shield Extender, and F-S9 is the Compact Extender. Learn the codes to understand a bit more.
Drones - Navy is always better for every pilot than T2. Better tracking and tank, so more effective damage.
Drone Upgrades - T2 best, meta when short on CPU
Electronic warfare
Damps/Paints/ECM/Disruptors - T2 best, meta when short on CPU. See Ewar Application
Points/Scrams/Webs/Grapplers - T2 is best, but high cpu. Enduring same range as T1 but better cap. Scoped better range, but same as T1 on CPU. Compact same stats as T1, but better CPU. All are super cheap. See Tackling 101
Cloak - Huge improvements from T1 (Prototype) to T2 (Improved), but double the CPU. Covert only goes on certain ships.
Engineering group (Cap Batteries, Aux Power, Cap boosters, anything power) - T2 best, Meta still very good. Meta is VERY common for batteries and cap boosters and neuts and nosferatus.
Fleet Assistance Modules - T2 is the standard + Mindlink, do not use T1 command bursts aka links. See Pick a role
Harvest Equipment - All follow the same standards as previous stuff. Stick to T2 for harvesting if you can, otherwise the best meta you can afford. On expensive mining fleets, they'll use ORE upgraded ones that are same as t2 but without the waste. (See High sec mining on waste)
Hull & Armor
Active hardeners aka Armor Hardeners - T2 standard. Meta when just a bit short. Reactive only has T1.
Armor plates - T2 common but highest mass and fit. Rolled Tungsten Compact is the standard for most ships though. Restrained for those with lower budgets. Faction on any ship over 100 mil.
Armor Repairers - Enduring the standard usually. Has an Ancillary version that requires Paste as charges, REALLY strong.
Damage Controls - T2 standard, but VERY high cpu, compact is sometimes expensive.
Passive hardeners aka Coatings and Membranes - Membranes are the energized version which uses TON of CPU, the coatings are often zero cpu. T2 standard for coatings, Meta common for Membranes, Multispectrum Energized Membrane II the gold standard, Faction in any ship over 200 mil.
Remote Armor Repairers - Meta the standard. T2 almost never due to fitting. Type-Cs common in a lot of expensive fleet comps. Ancils almost never used, sadly.
Propulsion
Inertial Stabilizers/Nanofibers/Overdrives - T2 on anything over 10 mil, meta cheap and good, never t1. Inertial stabilizers up your align (costs sig), Nanofibers up align and speed (costs hull), and overdrives up your speed (costs cargo). Adjust istab for max align, use nanofibers to get extra speed once you cross the second marks, and then overdrives for max zoominess!
AB aka Afterburner - 100%+ faster. T2 the standard. For overprop, always the compact. Low CPU, Enduring.
MWD aka Microwarp drives - 500%+ faster while blooming your sig. T2 almost never used, no benefit and just cpu/grid. Restrained the standard for small ships aka Quad. Enduring for cap.
Scanning Equipment (analyzers, all scanners, scanning upgrades) - Fit t2 if you have the skills. Huge improvement.
Shield - NOTE- All modules in this category get grid improvements out of Shield Upgrades, that's why fits use Shield Upgrades 5!
Remote Shield Boosters - Meta the standard. T2 almost never due to fitting. Type-Cs common in a lot of expensive fleet comps. Ancils can be strong!
Shield boosters - Ancil the standard in pvp, uses cap boosters to pay zero cap to keep your shield up. Compact the standard in PVE or Faction.
Shield Extenders - Compact is almost always the best due to the high grid cost of these, usually running multiples. T2 is second best if you can fit it. Restrained if cost on the compact is expensive (MSE F-S9!). Faction the standard on PVP ships over 100 mil.
Shield Flux/Power Relays/Rechargers - T2 almost always, Improves cap at the cost of something. Flux coils is the worst, loses max shield, avoid.
Shield Hardeners - T2 standard. Enduring short on cpu. Avoid compacts
Smartbombs - More damage more better!
Turrets and Launchers - This topic is almost too big. Stick to the standards of the ship of losses on zkill. Use the Compare tool to find the best bang for the buck. The Ammo section shows how STRONG t2 ammo is, so TRY to use t2 guns and launchers.
I'll expand this if asked by a newbie.