Awhile ago I wrote a post about the use of EFT and training skills for ganker alts. The new version of EVE Fitting Tool is up, which includes the changes made to the Catalyst's CPU and powergrid.
If you don't feel like downloading a new version of EFT and importing your characters' skills and fits, you can just do the following:
Multiply the Catalyst's total CPU by 1.047
Multiply the Catalyst's total powergrid by 1.166
Now for the real reason for today's post. It's time to talk about meta/named modules for a ganking Catalyst. There are two main reasons why someone might use meta/named modules rather than tech II. First, obviously, is skillpoints. We'll always have some gankers who haven't trained tech II yet or who don't intend to spend the training time for tech II.
The second reason is cost. In some cases, meta/named modules will offer a significant boost over tech I--sometimes not that far off from tech II, in fact--while also being much less expensive than tech II.
To come up with good fitting ideas, there are two components that need to be puzzled out. First there are the EFT questions: Which modules offer the biggest boosts? Which would require extra fitting skills (or doing things like dropping warp scramblers or only upgrading some of the guns)? These are the easier questions.
For reference, here's a list of the (potentially) more common alternate modules that you theorycrafters and EFT warriors can look over. From eyeballing the market, some of the other versions don't appear to be common.
- Limited Light Ion Blaster I
- Limited Light Neutron Blaster I
- Regulated Light Ion Phase Cannon I
- Regulated Light Neutron Phase Cannon I
- Anode Light Ion Particle Cannon I
- Anode Light Neutron Particle Cannon I
- Modal Light Ion Particle Accelerator I
- Modal Light Neutron Particle Accelerator I
- Gauss Field Balancer I
- Linear Flux stabilizer I
And generally, consider the practicality of using neutron blasters instead of ion blasters in tech I, named, and tech II fittings now that the CPU/powergrid have changed.
Now for the second component of the puzzle, which is where things get interesting. As you know, unlike other areas of EVE, we are not interested in putting together that one perfect ship or even that one perfect doctrine ship. Our Knights run through thousands of guns in a short period of time, and will continue to consume many thousands more.
Therefore, a module can only be considered useful if it can be produced or acquired in extremely large quantities. That's where knowledge of the market will come in handy. The ultimate test of a module's worth is whether it can be reliably seeded on the market in whatever system we're operating. I have been very impressed thus far with our ability to seed Kamio with our basic tech I and tech II fittings.
Once we've determined which modules can be acquired/built in large enough quantities to be considered easily available to our gankers, we look at cost. Is the cost of the module worth the advantage over tech I that it offers? For example, you wouldn't want to double your total gank price just to get a 10% total bonus to damage. The fittings should offer a significant increase to damage.
At the same time, they should also be significantly less costly than the tech II versions. Since they'll do less damage than tech II, it wouldn't make much sense to go to the trouble of acquiring the modules unless there's a significant decrease in cost.
When all the factors are considered together, the picture should become clear. Certain modules on the list above will be too rare, while others will be too ineffective or too expensive to be worth it. Some will be out-classed by others (e.g. much better damage while not being much worse in price/availability).
If you know your way around EFT and/or the Jita market, don't be shy. Come up with some ideas and use the comment section of this post to bounce your ideas back and forth.