SYS power distrbution when in combat

What is potentially affected, is shield strength affected by it?

I put 4 pips on weapons, 1 SYS and 1 on ENG. I'd noticed a few videos others have 0 on SYS and 2 on ENG.

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Lestat

Banned
Well the only time I don't have anything in systems is when I not being attack. Otherwise it all in weapons and most in system and a part of a pip in Engines.

While in combat it micro manage You know if you need more power in shield or engine I adjust over time.
 
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Yes, generally the more pips you put into a sub-system the better it will be.

Sys - Shields are stronger and recharge quicker.
Eng - affects speed and maneuverability
Weapons - Weapon recharge and beam strength (?)

*from my own observations other commanders may differ.
 
SYS definitely affects your shield recharge, as the shield won't recharge if the SYS capacitor is empty. And your chaff won't work in that case either.

Can't answer definitely for actual shield strength, though my *perception* is that yes, it does.
 
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Lestat

Banned
Yes, generally the more pips you put into a sub-system the better it will be.

Sys - Shields are stronger and recharge quicker.
Eng - affects speed and maneuverability
Weapons - Weapon recharge and beam strength (?)

*from my own observations other commanders may differ.
It only affect recharge rate for weapons. Dose not affect Strength.
 
Yeah I'd noticed 0 pips on SYS prevented my shields from fully recharging at the very least.

Would be interesting to know if it does actually affect shield strength, and anything else.
 
Sys controls shields eng is for boost recharge and improves manoeverability and weap does exactly what you expect. In combat you need to manage these on the fly to get the upper hand. Enemy out turning you? put 4 pips on eng and improve your turn rate and top speed. Getting leathered? put 4 on shields and live longer and recharge quicker. got your gun run lined up? put 4 on wep and toast that fool lol. I'm simplifying it a bit but you get the point.
 
I change pips constantly in a fight.

Full engines for pursuit, with extras to shields or weapons depending on what needs recharged.

Full pips to weapons during firing run, with extras to shields if taking fire, or engines if pursuing.

Full pips to shields when I've opened some range and need to refill them before I head back into the furball.
 
I've previously just kept ENG down to 1 but may use more when fighting more manoeuverable craft.

Other than that I'd put 4 pips on engines and boosted to run away...

I'll definitely start switching more to SYS when looking to recharge quicker. Often when I've fought anaconda's I've boosted out of range but not maxed out on SYS to charge quicker.
 
Power distribution should be constantly shifted, although that no longer seems to be necessary.

If you watch some of the older Elite combat videos you will see that the player is constantly changing the power distribution throughout the fight. Back then, if you didn't keep watching and changing the power distribution then you would die pretty quickly.. It made for very interesting combat. For the most part now, the pips can be set, and then left. So set for whatever suits your fight style.
 
Power distribution should be constantly shifted, although that no longer seems to be necessary.

If you watch some of the older Elite combat videos you will see that the player is constantly changing the power distribution throughout the fight. Back then, if you didn't keep watching and changing the power distribution then you would die pretty quickly.. It made for very interesting combat. For the most part now, the pips can be set, and then left. So set for whatever suits your fight style.

? If you're fighting an opponent that is actually a challenge, you better be in control of your pips or you're going to die. I'm constantly cycling between engines and weapons during a real fight. Engines when I'm trying to get behind him and weapons when I am.
 
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How could you not adjust your system input on the fly as needed? One hand clapping.

If you don't adjust pips as needed then you have disappointed yourself. If you don't understand why, then how about because it's the difference between ship component X working at 0-25% potential efficiency and 0-100% of the same. That 5 arc degrees per whatnot that you get extra is life, the universe and everything. 2% matters, it matters everything.

I thought this was a forum for fans of internet spaceships...
 
I did a good bit of research on shields, the other day. You may find my tread interesting: https://forums.frontier.co.uk/showthread.php?t=89770&page=5
In a nutshell, whenever you're being shot at, it's a good idea to have 4 pips in shields- it dramatically increases the amount of damage the shield can sustain. The shield durability at 4 pips is well over double than when at 2 pips, and just slightly under double that at 3 pips. The increase in durability per pip invested seems to increase exponentially.

Now when you're NOT actively being shot, just keep an eye on the sys capacitor. If it's empty or almost empty, put a few pips in sys to fill it back up. If it's got plenty of power left in it, feel free to invest your pips elsewhere.
 
How could you not adjust your system input on the fly as needed? One hand clapping.

If you don't adjust pips as needed then you have disappointed yourself. If you don't understand why, then how about because it's the difference between ship component X working at 0-25% potential efficiency and 0-100% of the same. That 5 arc degrees per whatnot that you get extra is life, the universe and everything. 2% matters, it matters everything.

I thought this was a forum for fans of internet spaceships...

See the original question, which you sort of answered in between the incredulity. Thanks!

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Sounds good Frenotx, I'll also take a look at the thread for greater detail.
 
Going from memory here, one of the FDEVs said that the increase in pips isn't linear. There is a slight curve upwards in effectiveness, so the 4th pip is a little better than twice as good as the 2nd pip.

They also confirmed that SYS does affect shield strength, with the 4th pip in shields being noticeably better. That's why I always have 4 pips in shields while docking. :)

More pips to Engines increases top speed and also tightens your turn rate. More pips to Weapons increases cooling (available firing time). So in combat I'm constantly switching.... pips to engines when chasing, then switch over to weapons for a longer firing burst when I'm in range. Then back to engines if the bandit evades, and over to shields if I'm expecting a head-on jousting approach from the bandit. That also might save you if you're rammed, although relative hull size and weight still matters.

In a completely asymmetric fight, where your ship badly outclasses the enemy ship, you don't have to do all that switching back and forth. But it comes in handy if you're taking on big game in a light fighter that isn't fully upgraded.
 
When I'm bounty hunting, I usually have 0 in SYS, 2 in Engines, and 4 in Weapons. If I start getting attacked, I'll throw 2 in SYS while keeping 4 in Weapons. I'll adjust as necessary on the fly, though, as the situation demands.
 
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