Energy management : your tips and preferences

The title says it all. Please share your tips concerning energy management in various situations : fighting, running from a fight, exploring, running stealthily, etc. Are there energy configurations you find very versatile ? Are there some you never ever use ?
 
Beta 1.0 kind of broke energy management, as speed is not largely uncoupled from engine pips. I expect that will be fixed soon (tm) though.

One of the most important things to know is how shields work. Pips in systems don't just effect how fast the shield capacitator recharges, but they very dramatically change how hard the shields themselves are. What this means is that you can divert power from the shields to engines and weapons as you need during a fight, but if you anticipate incoming fire, and especially if it's already hitting your shields max out systems energy _immediately_.
 

Viajero

Volunteer Moderator
Ouff, it varies a lot depending on the ship/weapons, who you fight against and the overall situation

In my Viper:

Against AI is easier to avoid incoming fire so I typically have less focus on Shields.

Whenever I see other players around I tend to have 4 pips in SYS and 2 in WEP in preparation for a confrontation and tehn I switch between that and 3 SYS - 3 WEP depending on my laser needs, until I see my opponent is trying to evade more than shoot back at which point I move to 3 ENG - 3 WEP or 4 ENG - 2 WEP to chase them. Against other players it is also good to keep an eye on your ENG to make sure you always have a chance to boost away. Taking all pips off ENG means you wont recharge your booster, so be careful.

Running away usually means boosting and hitting FA Off for max speed irrespective of your pip distribution, at which point you then go 4 SYS until you can recharge and come back or to protect yourself while charging to SuperCruise out.

Your choice of weapons is also key. MC do not need nearly as much WEP as lasers or RG for example so it is one less thing to worry about, but they are ballistic as opposed to insta-hit lasers, so better suited for close ranges, unlike fixed lasers.
 
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I use x52 pro. HOTAS. On the left hand throttle there is a little roller wheel. I have engines and shields bound to that. Roll it one way I get pips to shield roll it the other way I get pips to engines.

The main trigger button on the flight stick has two trigger points. The first position puts a pip to weapons the second position fires weapon.

I do not have the "balance levels" bound as its useless.

I try to maintain high energy levels in all systems, it is not just about how many pips are on but how much energy is stored.

I always try to have enough stored in engines for at least one boost. if the tank is low.. more pips to engines.. I find I don't often need Full pips to engines to do this... once the tank is full pips are better in shields and weapons.

You DONT need full pips to engines when running away.. I've seen this said many times but its not true, just make sure you have enough stored for one boost, then FA goes off.

If your shields are gone, max pips to shields. However if you have the target under your guns and he isn't hitting you - max pips to weapon and just have the spare pips in shields.

If taking massive damage all pips to shields. If you have full shields, pips are better in weapons, or used to top up the engine boost tank.

If I have any red shield rings... more pips to shields..if damage rate is light you don't need many.

As i am usually firing lasers, if i'm shooting, I want max pips to weapons. Once you loose the target see wish of the other two systems needs help, and take 2-3 pips of weapons, take more if things are bad.

I know people use voice attack for this. but its just way too slow for me, and I would have to be talking constantly. I could be at that distress signal for 40 minutes - that's a lot of talking.

same with flight assist it's on and off so fast and frequently you can't use voice attack for that.

VA is good for landing gear and saying "Put the kettle on Sally" and that's all.
 
I hope they add "presets", so we dont need to keep fiddling with the settings...

• a preset for full engines
• a preset for full sys and some to wep
• a preset for balanced between sys and wep

These would save me alot of adjusting!
 
Viper....

2 x Class 1 Burst Lasers (G)

2 x Class 2 Cannons

Eranin 2 Fed distress signal....

Fighting NPC's.....

3 pips to sys....3 pips to wep.....

Nothing to engine.....

If you get in trouble hit boost and watch where you are going......
 
My setup depend on ship and equipments.

Power to Weapon
Projectile or Pulse laser combination I use only 2 pipes because they consume low energy. Burst, Beam, or Railgun at least 3 pipes.

Power to Shield
If i lose 1 shield layer so 1 pipes, 2 layer so 2 pipes, and 3 layers 4 pipes or run.

Power to Engine
Viper minimum is 2.5 pipes but more if I use low energy weapons. Cobra at least 3.5 pipes. When fighting A.I. if your speed slower than them they will turn and shoot you.

I don't have experience fighting against player so I couldn't give advice.
 
seems my preferred is 4-1-1 but it depends a lot on what i need to do at that moment, anyway when i see potential enemy player i usually have 4 pips to SYS always, just in case :)
 
3 voice attack commands to set 4 pips to Engines, Weapons, or Shields, and another Reset command.

Makes it easy to switch during combat and during docking.
 
Weapons:
1-SYS, 1-ENG, 4-WEP

Engines:
1-SYS, 4-ENG, 1-WEP

System:
4-SYS, 1ENG, 1-WEP

Cargo and Landing:
3-SYS, 0-ENG, 3-WEP

Balanced:
2-SYS, 2ENG, 2-WEP
 
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