"Scotty, Four Pips To Shields!"

The Replicated Man

T
I run with 4 pips to engines and 2 to weapons all the time. I don't use shields and use silent running often in pvp combat. (Learned that from fighting with CMDR Na'Qan) I run multicannons so they don't draw a ton of power and I have the speed advantage as my boost speed recharges quickly. Every build is different. I think it just depends on the scenario that you are currently in or about to get into.
 
I think it's about who the advice is going to.

For someone who doesn't know the first thing about pip management, getting them to go for 4-1-1 instead of 2-2-2 will massively increase their survivability.

Sure, once you get better, you actively manage the pips, so unless you're being shot right now you can stick 0 to systems, and switch to 4 slightly before the shots start landing again. You can do stuff like launch chaff versus gimballed weapons, shove power to engines and weapons to recharge them, then switch it back to systems when the chaff wears off to continue the fight with renewed capacitors. You can do all sorts of things with managing them effectively. But that's not the advice someone who's being blown up by the first hostile ship they meet needs, especially not if their strategy is going to be "high wake out of there" anyway.
 
It's not a matter of increasing your recharge with 4 pips, it's that your shields gain 60%~ strength by putting 4 pips in them. Your 1000 shield Anaconda suddenly becomes 1600 shields. It's a big difference, and power management isn't as simple as Engines to get on target, Weps to fire. For example, if you're flying a mixed loadout ship with say, beams and MCs, and you're fighting a Python; you want to drop the Python's shields pretty quickly, so keep 4 in Weps to melt his shields at the start of the fight while yours are still intact. Transfer to Eng as necessary to keep him in your sights, and once his shields drop (he's obviously still shooting you) so now transition power to your shields. Your MCs don't use hardly any energy at all, so now you've added 60% or whatever to your remaining shields, and can burn down the target at your leisure.

Now what if the Python is melting your shields faster than you're melting his? That's when you stuff 4 pips in shields, burn whatever Eng charge you have as boost to try to dodge for a few precious seconds while you spool up an SCB and kick off a heatsink. The extra pips in shields will help them last just long enough for the SCB to fire off, allow you to avoid the terrifying prospect of continuing the fight sans shields.

Basically what I'm saying is combat is/was a lot more dynamic than just "Transfer emergency power to phasers" and no one solution fits everything. I've had fights where it was in my best interest to keep firing as long as possible, and some fights that relied on simply not getting hit at all, so more power to engines was preferable. Try to read your opponent and see what is appropriate.
 
I think it's about who the advice is going to.

The background to this was all the threads complaining about how much harder the AI has gotten during combat, with many complaints that even with Four-to-SYS, people were getting their escape pods handed to them. Even many accusations that the AI is now "cheating."

I think the AI has just become better at flying, using its ship more effectively to turn on you, and (>= Expert) using improved weapons, such that enough damage is being landed on a ship that the 58% shield resistance isn't enough to keep the drain below 1 MW anymore. That means tactics that are dependent on shields no longer work, our pilots need to become more effective at dogfighting.
 
The question is, where else will you put the pips under fire? My weapon selection usually takes into account what I can run on two pips versus what I can run on four: this is the reason my Python carries pulse lasers and multicannons instead of beams and plasma. The pulses do 75% the DPS of the beams but at far better efficiency. A pulse laser-equipped ship with 4-0-2 pips will win shooting at a beam laser-equipped ship with 2-0-4.

As to ENG pips, I find they're relatively exclusive with WEP pips. If I have a target in my sights, I can divert from ENG to WEP. If they aren't in sights, I flick pips back from WEP to ENG. If I'm not taking fire any more, it's probably 0-2-4 pip time to hammer home a kill.

Of course, this is vastly oversimplified, and moving pips around quickly at need is the most important factor.
 
The question is, where else will you put the pips under fire? My weapon selection usually takes into account what I can run on two pips versus what I can run on four: this is the reason my Python carries pulse lasers and multicannons instead of beams and plasma. The pulses do 75% the DPS of the beams but at far better efficiency. A pulse laser-equipped ship with 4-0-2 pips will win shooting at a beam laser-equipped ship with 2-0-4.

Yes weapon choice can be a big influence. To use a common example (albeit a loadout I no longer use) a Vulture with a pair of C3 Gimballed Pulses is a decent RES hunting choice. I would have two fire groups, one with both firing for maximum attack (114, 024 or 204), then once the weapons cap was empty I'd switch to the second firing group with only 1 gun enabled (204 or 402).

Now I still use the ship, but I have a Beam/Multi-Cannon and switch between the two. The Beam is good for high alpha damage & when not under fire I can put full power to WEP & stay on target, switching to the Multi-Cannon with Dist set to 402 or 411 for more a more defensive situation.

I try to use a similar approach on most ships; one firing group for maximum damage, and a second so I can continue to fire while the cap rebuilds. If I use more than two firing groups I tend to get confused in the heat of the moment, but that's just me ;)
 
Now I still use the ship, but I have a Beam/Multi-Cannon and switch between the two. The Beam is good for high alpha damage & when not under fire I can put full power to WEP & stay on target, switching to the Multi-Cannon with Dist set to 402 or 411 for more a more defensive situation.

I've tried more than a dozen variations, but I keep coming back to two Beams and a Multi-Cannon on the Courier.

I know the conventional wisdom, again, is that Pulse is better than Beam because it doesn't drain WEP so much, but all of those example videos, the opponent is staying still. I'm still convinced Beam can deliver more Ow in the limited time you have an opponent perfectly in line than Pulse.
 
This is slightly exaggerated, it's actually pretty much logarithmic:

http://i.imgur.com/rMJcQDh.png

Note that this may not currently be correct. As of more recent testing, I believe that curve is not relevant. As of 1.3.x, I beleive, it changed (note the very very old version and date).

That graph is how it's supposed to be, not how it currently is. Even the developers weren't aware the last time the topic came up. I will see if I can find a relevant thread.
 
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