Pips

Hello Cmdrs,

If I have 1 ring down and have 2 pips to sys and the bar is and stays full, does it do me any good to put 4 pips to sys? Does it recharge quicker ?

Thanks,
fly dangerous
 
Hello Cmdrs,

If I have 1 ring down and have 2 pips to sys and the bar is and stays full, does it do me any good to put 4 pips to sys? Does it recharge quicker ?

Thanks,
fly dangerous

While taking damage, put all four pips to shields to improve their strength. While not taking damage you need only enough to keep the capacitor charging if you want the shields to rebuild at their maximum rate.
 
Hello Cmdrs,

If I have 1 ring down and have 2 pips to sys and the bar is and stays full, does it do me any good to put 4 pips to sys? Does it recharge quicker ?

Thanks,
fly dangerous

To expand on Riverside and answer your question directly, no. The shields regenerate at constant rate, regardless of the number of pips in the SYS capacitor. You only need to have enough energy there so it doesn't run out of juice.
 
Thanks Cmdrs,

That's the way I always played. It took me a year before I found on the forums that 4 pips to shields makes them stronger. So my head I always wondered if 4 pips to shields makes the regen quicker.

Thanks again,
fly dangerous
 
One of Elite Dangerous's particular charms is that you can play for hundreds of hours and remain entirely ignorant of fundamental facts about the game.

I now have those hundreds of hours and only discovered this week that 'Repair All' doesn't actually repair all - as a result of some compromise in a dispute years ago about repair costs, you still have to pay for hull integrity repairs separately.
 
One of Elite Dangerous's particular charms is that you can play for hundreds of hours and remain entirely ignorant of fundamental facts about the game.

The game does encourage testing and experimentation.

Much of this stuff is also in the manual. Even the more recent tutorials hint at a large portion of these things.
 
The game does encourage testing and experimentation.

Much of this stuff is also in the manual. Even the more recent tutorials hint at a large portion of these things.

OK, so I've just had a look at the 2017 edition of the manual and the sum total of its instruction for repairs that I can find is:

"Repairs: If available, allows you to repair modules and hull health individually."

I've clearly missed the other sentence where it says: "Oh, by the way, 'Repair All' doesn't actually repair all".
 
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Also, when you look at the relevant screen in the interface, at the very top it says something like:

Paint 83% Integrity 103,357 credits

Who wants to spend that much to improve the integrity of their paint?
 
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OK, so I've just had a look at the 2017 edition of the manual and the sum total of its instruction for repairs that I can find is:

"Repairs: If available, allows you to repair modules and hull health individually."

I've clearly missed the other sentence where it says: "Oh, by the way, 'Repair All' doesn't actually repair all".

Yes, the manual is still lacking information about wear & tear.

However, it does explain what the distributor pips do.

Also, when you look at the relevant screen in the interface, at the very top it says something like:

Paint 83% Integrity 103,357 credits

Who wants to spend that much to improve the integrity of their paint?

Paint and wear & tear are separate.

You can leave the paint in a worn condition, but if you never repair integrity, your hull (and modules, if I recall correctly) get hidden damage resistance penalties that can be quite severe.
 
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Your best chance of looking at the relevant screen in the interface and seeing immediately that paint and wear and tear are separate is if you already know that integrity is a property of the hull that is separate from hull damage; and your odds of knowing that are greatly reduced by the fact that in the manual, hull damage is described by the word 'integrity'.
 
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