[Proposal] 4-Pip Bonuses for WEP and ENG

I see no game play advantage to removing, or simplifying the role of Pips. Removing the need for Pip management would simply reduce the amount of concentration combat would require for success, and that is not a positive change in my book.

Which is largely why this thread is about increasing the importance of pip management by removing the effective requirement for 4 pips to shields at all times, whether by reducing the effectiveness of 4 pips to SYS or by increasing the effectiveness of 4 pips to ENG or WEP.
 
Which is largely why this thread is about increasing the importance of pip management by removing the effective requirement for 4 pips to shields at all times, whether by reducing the effectiveness of 4 pips to SYS or by increasing the effectiveness of 4 pips to ENG or WEP.

Yuppers, I was responding to the momentary suggestion, in this thread, to remove Pips all together. My biggest interest in changing the Pips system is to make it more linear. Each Pip you allocate somewhere should have meaning and a benefit. What we have now is all, 4 pips, or nothing, 3 or less. This makes 6 total pips mostly useless, as 4 have to go into what ever attribute you need at the moment to be effective, and the remaining 2 have no benefit at all.
 
Last edited:
I can not confirm your statement as I am running a plasma build that is neither DPE efficient, nor build for face tanking. It actually is the problematic hybrid build and it works really good I have to say. Even in wing fights and against misisles my burst hybrid usually deals more damage against these face tankers.

Why? Because even though having less DPE, plasmas deal raw damage and therefore increasing their DPE. It still isn't suited for face tanking with a 4-0-2 configuration as WEP DOES NOT SCALE LINEAR! Heat generation and and energy distribution scales almost the same way SYS does. The only exclusion being ENG with it's passive effect. However, I do not think that we need even more agility than we have now. Look at these 750 m/s ships with their enhanced thrusters. They are so fast and can perma boost so nothing can catch it.
That said, I must disagree as I have evidence of face tanking that lost against 0-2-4 configs. I even tried out face tanking myself and I did had trouble against burst loadouts, especially when it comes to railguns or frag cannons and plasmas.
 
I can not confirm your statement as I am running a plasma build that is neither DPE efficient, nor build for face tanking. It actually is the problematic hybrid build and it works really good I have to say. Even in wing fights and against misisles my burst hybrid usually deals more damage against these face tankers.

Why? Because even though having less DPE, plasmas deal raw damage and therefore increasing their DPE. It still isn't suited for face tanking with a 4-0-2 configuration as WEP DOES NOT SCALE LINEAR! Heat generation and and energy distribution scales almost the same way SYS does. The only exclusion being ENG with it's passive effect. However, I do not think that we need even more agility than we have now. Look at these 750 m/s ships with their enhanced thrusters. They are so fast and can perma boost so nothing can catch it.
That said, I must disagree as I have evidence of face tanking that lost against 0-2-4 configs. I even tried out face tanking myself and I did had trouble against burst loadouts, especially when it comes to railguns or frag cannons and plasmas.
Just busted out a stopwatch and did some rough measurements. The time it took to recharge my WEP capacitor with 2 pips was twice as long as it took to recharge it with 4 pips. That looks suspiciously linear to me, and even if there were a small hard-to-perceive curve, it is nowhere near as pronounced as the SYS one (12% shielding increase at 2 pips, 138% increase at 4)
 
If you want to make combat more dynamic then drop the exponential scaling of shield resistances to pips, allow shields to continuously recharge regardless of damage taken. That gives ongoing benefits to SYS pips but not overwhelmingly so, as it is at current.

For ENG change boost from the current setup to being a multiplier for all movement (speed/acceleration/agility) whilst active rather than the weird system we have at current, with a commensurate drain on ENG whilst boost is active.

I think that WEP is fine as it is, due to the increased heat generation as WEP capacitor drops.
 
Back
Top Bottom