Well I haven't posted for a long while and I'll tell you why. I have since stepped out of the passenger section of Sniggair and into the cockpit. I’m having a lot of fun so when I think of Eve I play it rather than write. I’ve tried a few times but I never finish my articles so I stuck with it today and drank some scotch. I can’t remember why I thought the alcohol would help… As I probably mentioned in one of my last blogs I made a lot of money mission running before I booked my flight. I tried to save iskies by only flying Rifters but the tech II guns are worth more than the ship itself! If you are thinking "Well why not just fit all tech I doofus!" then I will pod you... umm, more than I normally would because I have a surprise for you:
Cleared for publication by: Ander
TECH I IS CRAP!!!
Yeah I said it. Back in my passenger days I would always hear that tech I is sufficient for PVP and will save you money since you won’t lose much. Well that would work if other pirates and your prey fit tech I but that isn't the case. In fact, they have the advantage so your chance of losing is increased and therefore your loses increase. I'm constantly surprised when a small group of frigs and maybe a cruiser tear a battleship apart, until I see the killmail- Tech I everything. If the ship is worth 100m then why did you fit out a mere 7m worth of junk? Oh I know, so you could give me an easy kill. Thanks! ^^
Now, I understand that some of you out in 0.0 have difficulty getting named or tech II items so you build Tech I components and happily fly your ships to their death and say things like “LOL I made that myself so it didn’t cost me much!†and I thank you for the kills. But your missing something, your ship is expensive even if you built it. Expensive in this case can mean it cost you isk, materials, or even time. I’m not saying you should fit all tech II, although it can give you a good advantage, or the best named since you are risking quite a bit in that case. But anything but tech I non-named!
Tech I has severe disadvantages to named items. Think of it this way, for every tech I non-named you fit you nerf yourself a little bit. If you go all tech I then you are fully nerfed. When some guy with named, tech II, or even faction items comes along and pops your battleship using your buddy’s pods as ammo on his mining cruiser, you now have some insight on what went wrong during the fitting process.
So this is good! I solved the problem of Tech I modules. Oh wait, what about the iskies. Yes the iskies. Oh and don’t forget the availability of named modules. Tech II is expensive, and named stuff isn’t so cheap or widely available especially in low and 0.0. My suggestion is to stop refining and selling named modules. Save them in your hangar or corp hangar and share among your mates. I’m talking to you pack rats as well. For every person that adds their spoils to the pool you increase the availability of named modules amongst yourselves.
Now trust is a dangerous thing to ectend to just anyone, this is Eve after all, so using a corp hangar could be risky if everyone has access. You could give a few trusted people access and let them distribute as needed. One idea that has floated around my noggin is keeping track of available items on your corp/alliance website. Grab all the items you want to share and drop them in Eve-Notepad and hold enter. This will paste the names in a sloppy format. You can then copy the list and paste it into a parser that posts them as available on your website. Now people know what you have in your hangar and can share as needed.
One note, I don’t know of any available parsers for this, or an easier way to do it. I intended to make one but every time I get to thinking about it I think about eve and the next thing you know; I’m in your belts podding your noobs.
That is a lot of work and can be annoying if your members play at different times. So here is another way to look at it. Have a general hangar available to most members, for example those in the corp more than 1 month. This hangar never has any corp money invested in it. Corp members can throw in loot from ratting that doesn’t fetch much money anyway. If a thief grabs the stuff it won’t hurt the corp, plus you now know there is someone you can’t trust in your ranks. This way it is up to your members what they share. Of course, even if you don’t have thiefs you may have problems with leeches. But anything is having your pod used as ammo (Sounds like a needed feature).
If I haven’t convinced you yet then all I can tell you is that I have seen a clear difference in fights when using tech I versus tech II and/or named. If you think this is just me trying to get better loot off my passengers then you are wrong. Although it would be a nice bonus… But that is what BPOs are for AKA +1 Warp Core Strength Charms. And high ME BPOs add a resistance to all things Sniggerdly. But keep that between me and you, I wouldn’t want it to go public.
In closing I’ll leave you with a picture. In this picture I used named and Tech II modules and you manufactured your own crap. Enjoy!

4 Comments
Seke·
Tech II guns are the way forward, but dont forget some other tech II modules arent as good as named tech 1 (Nos for example)
viront·
True but the best named stuff is usually too expensive or hard to get.
NoLSolid·
I agree with you 100% on tech 2 being the best (excluding cases like Nos). But not everyone can afford it. EVen if I can, I can only get so much. Anyways tech 2 FTW!
Hesed·
Only T2 guns and 90% webs matter. The rest is just a matter of tactics, logistics or fitting reqs.
T2 ammo really should work in t1 & named guns. That's where the biggest gulf lies.