Is turning off life support in combat to run more hardpoints a valid tactic?

Turning off life support gives you a few minutes of air. If I had a slot or two I wanted to use, perhaps until I get the shields down on an enemy and then retract those one or two hardpoints and turn life support back on again, would that be advisable? Does anyone else do this?
 
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It's highly advisable that you try buying a better Power Plant if your current one can't handle your setup, you can also adjust power priorities on the System (right) panel. Running with no life support means if you let the timer run out, that's instant destruction of your ship, regardless of what condition it was in.
 
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Hey Ice,

Honestly this is easily debatable and it's going to really depend on the quality of life support you carry. There was a short time where I considered this, however I opted against it for a couple of reasons.


  • Life support reserves are normally intended to be used when your ships cockpit gets blown out, which prevents atmosphere from building up and being breathable.
  • Your life support reserves are finite, so once you use some of your reserve, it's gone. Turning the module on does not recharge that reserve. (I personally find this one a little illogical tbh, but it's a fact of the game).
  • Once your life support reserves reach 0, you die and your ship explodes, period. So you have to make sure you turn it back on before that happens.

So, yes you can use it as a tactic... But if you are running a pure combat ship I would personally advise against it. What I personally do is put my life support at a lower priority than my critical ships components needed for survival/retreat. My thrusters and FSD are the absolutely highest priority on my ship, with my shields being on a priority below them, then my weapons. All lower priorities are used to have non-combat modules powered off during combat (My 6A fuel scoop).

My power priorities of 4 & 5 are set up in a way that allows me to run more SCB's than my ship can handle, but instead of having to manually toggle power between all three of them, I only ever have to toggle power on one of them. The way that I accomplished this is by setting all of my "non-combat" modules on priority 5, along with my 2 Class 3 SCB's. I also have a class 4 SCB, listed on Priority 4. When I toggle my Class 4 SCB module to on and have weapons deployed I do not have sufficient power to run everything, so at that point my power priorities will power off my two 3A SCB's and my non-combat modules freeing up the power for the 4A SCB. All I ever have to do to accomplish this is toggle the power state on the one module which keeps me from having to play a power management juggle-athon in the middle of combat.

But I digress... I assume you are currently in a much smaller ship than I am where power is a really big concern... One of the things you can try is putting your FSD/all other non combat modules at a lower power priority than your weapons. This is a valid tactic as when you retract your weapons they do not consume any power at all which will restore your FSD's power allowing you to flee or travel.

The biggest point of my response is tweak with the power priority settings. There are only 5 priorities... But they are really powerful if you tweak with it. I've gotten ships running effectively with 10-15% higher power consumption than the ships actual output.
 
Oh also... since I fly a Python that is heavily tanked (both shield AND armor) reserving my life support for if/when my cockpit gets blown out is a massive advantage as I have an A-Grade life support module so that 25 minutes of life means that if my opponent blows out my cockpit I don't have the same stress factor added in as if I only had a 5 or 7 minute life support reserve.

I actually had a 2v1 and lost my cockpit very early in the fight. Having nearly half an hour of reserves meant I could finish the fight and get to the closest station with ease, so I didn't sweat it at all. Despite an extreme initial disadvantage, I won the day because of that life support module. This was a friendly 2v1 with me in my Python against an Anaconda and FDL.
 
Hey Ice,

Honestly this is easily debatable and it's going to really depend on the quality of life support you carry. There was a short time where I considered this, however I opted against it for a couple of reasons.


  • Life support reserves are normally intended to be used when your ships cockpit gets blown out, which prevents atmosphere from building up and being breathable.
  • Your life support reserves are finite, so once you use some of your reserve, it's gone. Turning the module on does not recharge that reserve. (I personally find this one a little illogical tbh, but it's a fact of the game).
  • Once your life support reserves reach 0, you die and your ship explodes, period. So you have to make sure you turn it back on before that happens.

I didn't know the reserves are finite, that's interesting. But if I say kit out an A rated life support system with like 25 minutes of reserves, I could probably win a fight without even turning it back on again until I get back to the station. It's risky but I am seriously considering it...

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But I digress... I assume you are currently in a much smaller ship than I am where power is a really big concern... One of the things you can try is putting your FSD/all other non combat modules at a lower power priority than your weapons. This is a valid tactic as when you retract your weapons they do not consume any power at all which will restore your FSD's power allowing you to flee or travel.

Actually I was thinking of doing this with an FDL which are pretty power hungry, so prioritizing systems is a must.
 
Fighting with your Life Support off? So, if your canopy gets blown out, you die, yes? Probably not the route I would go, as that would effectively make your entire ship as fragile as your canopy.
 
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Deleted member 94277

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Did that a lot with my Viper. It works. Upgraded to Vulture eventually, it became unnecessary.
 
Sounds like a viable calculated risk to me. Don't know if I'd take it personally outside of some dire situation, I like breathing a whole lot.
 
I didn't know the reserves are finite, that's interesting. But if I say kit out an A rated life support system with like 25 minutes of reserves, I could probably win a fight without even turning it back on again until I get back to the station. It's risky but I am seriously considering it...
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Actually I was thinking of doing this with an FDL which are pretty power hungry, so prioritizing systems is a must.
I've built some pretty expensive, VERY power hungry setups for an FDL that were only doable because of power priorities. I actually really want to try out the FDL, but I'm far too in love with my Python to be able to justify selling my equipment from it to be able to get a fit I'd be happy with in an FDL.

And yeah, for me 25m life support is a must as the Pythons cockpit is very vulnerable (especially since I focus on keeping the top of my ship pointed at my enemies since I use turrets.) The thing that strikes me odd is that a life support module is capable of generating everything you need to survive indefinitely as long as your ship is fueled... Yet it isn't capable of replenishing your reserves when you don't have any atmosphere leaking hull breaches (canopy). But I guess if it could replenish your reserves it would be kind of silly for there to be a time limit. lol


Fighting with your Life Support off? So, if your canopy gets blown out, you die, yes? Probably not the route I would go, as that would effectively make your entire ship as fragile as your canopy.

I may be misunderstanding your statement, but having your life support module completely unpowered doesn't mean you die if you canopy blows. It just means that you consume your life support reserves when you don't need to. Meaning that if your cockpit DOES get blown during combat... you've already eaten into your life support reserves and now have a smaller window to get to safety.
 
Turning off life support gives you a few minutes of air. If I had a slot or two I wanted to use, perhaps until I get the shields down on an enemy and then retract those one or two hardpoints and turn life support back on again, would that be advisable? Does anyone else do this?

While technically you can do this and your life support system can be considered as less important to your immediate survival than shields or FSD, in almost all cases life support consumes an inconsequential amount of power when compared to the energy hogs that are shields and weapons systems. You will be very hard pressed to find a situation in the real world where disabling your life support will allow you to do something that you previously were unable to do with the life support turned on.

Set the life support to a lower priority in your power management screen if you like, but you are wasting your time trying to manually flip it on and off.
 
While technically you can do this and your life support system can be considered as less important to your immediate survival than shields or FSD, in almost all cases life support consumes an inconsequential amount of power when compared to the energy hogs that are shields and weapons systems. You will be very hard pressed to find a situation in the real world where disabling your life support will allow you to do something that you previously were unable to do with the life support turned on.

Set the life support to a lower priority in your power management screen if you like, but you are wasting your time trying to manually flip it on and off.

Try this: http://www.edshipyard.com/#/L=70O,A727tw7tw4wt4wt0_g0_g01Q0mI3wU3gY,317_7_6Q6Q9Y6u5A,7Sk7go7go9qI02M

If I want to turn on all my weapons and have all utilities turned off except shield boosters and turn off one shield cell bank, the cargo scoop and the interdictor I am over my power allowance. But if I turn off my life support I am within my power allowance.
 
I'd say yes.
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In fact when smuggling I often turn off life support to gain a few extra seconds in silent running when sneaking in.
 
I do this to run a shield cell bank with as many boosters still active as possible. As the SCB doesn't need to be on throughout the combat scenario I don't need the life support off at all times, so it works fine for me. I have an A grade life support too.
 
Why no? A prolonged engagement with another player is usually less than 25 minutes, which is the life support reserve of a class A system.

Because when you actually lose the cockpit window 15-20 minutes into the fight, you are suddenly just 5-10 minutes away from death and most likely your enemy is still alive. I like my buffer in the 15 min zone at the very least so I don't rush and do a stupid thing while trying to escape or land.
 
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There is nothing wrong with disabling your life support to give you some extra power to divert elsewhere. You have inspired me, I will tinker with this a bit myself.
 

Deleted member 38366

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Just be advised that you cannot "retract one or two hardpoints" ;)
Thus, they're either all deployed or retracted.

IMHO if you need to disable what I presume to be an E-Grade life support to get just a tad more power - your Ship either needs a bigger Power Plant or you're better off downgrading something by just one notch...
If you're running A-Grade life support and lack power for Equipment - you'll likely find you have the Power if you make it i.e. B- or C-Grade.

Of course you can retract one or two hardpoints. Just make another weapon group that doesn't include them.

Also, check this post below of mine. You can see in this case why I want to do it

Try this: http://www.edshipyard.com/#/L=70O,A727tw7tw4wt4wt0_g0_g01Q0mI3wU3gY,317_7_6Q6Q9Y6u5A,7Sk7go7go9qI02M

If I want to turn on all my weapons and have all utilities turned off except shield boosters and turn off one shield cell bank, the cargo scoop and the interdictor I am over my power allowance. But if I turn off my life support I am within my power allowance.
 
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