Newcomer / Intro power mgt question

Just trying to get my head around it all...


If I get interdicted, setting max pips to sys will give me max shields right?

Does that then increase fsd charging time?



Thanks.
 
No to my knowlegde it doesn't help the cooling down time to the FSD... If you want to have it avaible sooner rather than later you need to "submit" when you get interdicted by redusing your speed to 0...
And when you get into normal space set 4 pipes to the engines instead that way you get to boost more often so you can get out of a masslock from the ship that interdicted you and after ca. 10 sec. you should be able to activate the FSD and get back into SC...

Hope that helped you and fly safe out there Cmdr.... ;)
 
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Yes, max pips to sys gives max shields, although often max pips to engine is more helpful for getting away.

If I recall, nothing actually affects the FSD recharge time except whether you submit or get pulled out.
 
If you submit to an interception, you don't take damage and have a FSD cooldown time of 10 seconds. If you get pulled out forcefully, you will take minor damage and the FSD cooldown time is 40 seconds.

Standard procedure is to submit, max pips to engines, boost away and start FSD after 10 seconds, boosting if possible to increase distance to the attacker. This is done when the attacker is stronger than you or when you're loaded full with precious cargo.

If you want to fight, move pips to sys and weapons and roast the offender :)
Most interceptions are from smaller ships, and some don't even have shields. When the are wanted, use a KWS to maximize bounty from the poor lad.
 
Thank you very much for the detailed responses.


Where my head was going was that during the 10 seconds before you can fsd, I have taken a fair amount of damage from the attack itself and I was trying to figure out how to minimize or avoid that damage...thinking that max shields would help.
 
No, getting further away from your attacker helps best.

Put 4 pips to engines and 2 to systems and boost away and keep boosting until you can charge your FSD and jump out into supercruise.
 
What CMDR lowest said is the best tactics if you don't want to fight.

While full SYS pips will help you to keep your shield up a several seconds longer, full ENG power will, in the same amount of time, get you from the optimal firing range of your attacker, so you avoid damage altogether, plus will get out of their mass lock before your FSD is ready, again.

And it can't be stressed enough - For NPC interdictions, always submit. You will avoid the hull damage from emergency stop and your FSD will cool down way quicker.
Players are another thing. They are usually smarter and can boost after you, so you might want to actually win the interdiction minigame.
 
I'd add that the latest patch fixed shields so that 2-3 pips actually makes a difference.

4 pips to engines, 2 pips to shields is the best configuration for running away now.
 
If you're taking fire from gimballed weapons, chaff has an effect. If you're overheating, firing a heat sink brings the temps down.

If neither of those things are happening, you'really just emptying change out of your wallet.
 
Heat sinks may be necessary if you are intercepted too close to a star, else you may roast yourself when jumping.

One other thing: Turn FA off if you chose the submit-and-run-tactic. It will let you keep your boosted speed (more or less).
 
Heat sinks may be necessary if you are intercepted too close to a star, else you may roast yourself when jumping.

One other thing: Turn FA off if you chose the submit-and-run-tactic. It will let you keep your boosted speed (more or less).

Should a noob be turning off fa?
 
Should a noob be turning off fa?

Depends on input device. If a mouse user, I'd be very careful. Tiny movements have big consequences.
If he is using a joystick, it's easier to control FA:O.

But if you can take care not to move your mouse too much, FA:O and boosting let's you keep a higher speed.
 
You should define a hotkey for temporarily turning off FA (with HOLD option), so you have to keep a key (or button) pressed to deactivate it. This makes dogfights easier, too.
 
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