Elite Dangerous

Elite Dangerous

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Understanding the PIP System (SYS, ENG, WEP)
By Devilish Dave
This guide is meant to explain how the PIP system works and why it is beneficial to understand this mechanic. In the guide I will discuss common setups and how it can help commanders adapt their ship to various situations.
   
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Introduction


The PIP system is a core mechanic for managing power distribution between three subsystems: Systems (SYS), Engines (ENG), and Weapons (WEP). These subsystems draw power from the ship's Power Distributor, which regulates energy and maintains capacitor banks for each system. This guide explains the PIP system, its mechanics, effects, and provides examples and scenarios to help you master power management.


Overview of the PIP System
The Power Distributor divides energy into three capacitors:
  • SYS (Systems): Powers shields, utility modules (e.g., chaff, heat sinks), and affects shield strength/recharge.
  • ENG (Engines): Controls thruster output, affecting speed, maneuverability, and boost frequency.
  • WEP (Weapons): Supplies energy to weapons, affecting recharge rate and heat management.

You have 6 PIPs to distribute across these subsystems, with each PIP representing a unit of power. PIPs can be allocated in increments of 0.5 (half-PIP), up to a maximum of 4 PIPs per subsystem. Pressing the "Reset" key (default: Down on D-pad or arrow keys) balances PIPs to 2-2-2 across SYS, ENG, and WEP.



PIPs influence capacitor recharge rates and provide performance bonuses, especially for SYS and ENG. Effective PIP management is key to adapting to combat, exploration, or evasion scenarios.

Mechanics of Each Subsystem
SYS (Systems)
  • Functions:
    • Powers shields, increasing resistance and recharge rate.
    • Supplies energy to utility modules (e.g., chaff, shield cell banks).
    • Affects shield regeneration when shields are down or recovering.
  • PIP Effects:
    • Shield Strength: More PIPs boost shield resistance (up to 2.38x at 4 PIPs vs. 0 PIPs; e.g., 2 PIPs = ~33% resistance, 4 PIPs = ~60%).
    • Recharge Rate: SYS capacitor recharge scales linearly (e.g., 1.2 MW/s at 4 PIPs, 0.6 MW/s at 2 PIPs for a 1E Power Distributor).
    • Utility Modules: SYS energy is consumed by modules like chaff or SCBs. No PIPs in SYS may prevent activation if the capacitor is empty.
    • Other: SYS PIPs don’t significantly affect heat dissipation or scanning tools.
ENG (Engines)
  • Functions:
    • Powers thrusters, affecting speed, maneuverability, and boost recharge.
    • Boosting consumes ENG capacitor energy (e.g., 4-7 bars per boost, depending on the ship).
  • PIP Effects:
    • Speed/Maneuverability: ENG PIPs scale speed linearly from minimum (0 PIPs) to maximum (4 PIPs). The "sweet spot" (blue zone) for optimal maneuverability shifts to higher speeds with more PIPs.
    • Boost Recharge: More PIPs increase ENG capacitor recharge, allowing frequent boosts.
    • Maneuverability: Higher ENG PIPs improve turn rates and lateral/vertical thrust, crucial for dogfighting.
WEP (Weapons)
  • Functions:
    • Powers weapons, affecting recharge rate and heat management.
    • Essential for energy weapons (e.g., lasers); minimal for kinetic weapons (e.g., multi-cannons).
  • PIP Effects:
    • Recharge Rate: WEP PIPs determine capacitor recharge speed (e.g., 1.2 MW/s at 4 PIPs, 0.6 MW/s at 2 PIPs for a 1E Power Distributor).
    • Heat Management: More PIPs reduce weapon heat, allowing sustained fire for energy weapons. Kinetic weapons need minimal PIPs (0.5-1) to avoid overheating.
    • No Damage Increase: WEP PIPs only affect fire duration, not damage.
      (Remember this, because you could use excess PIPs for SYS or ENG instead)

PIP Allocation Mechanics
  • Total PIPs: 6 PIPs, max 4 per subsystem.
  • Redistribution: Adding a PIP to one subsystem takes 0.5 PIPs from the others (if available). If one subsystem is at 0, the full PIP comes from the remaining subsystem.
  • Controls: Default keybinds (keyboard/Controller):
    • Divert to SYS: Left arrow - Left D-Pad
    • Divert to ENG: Up arrow - Up D-Pad
    • Divert to WEP: Right arrow - Right D-Pad
    • Balance Power: Down arrow - Down D-Pad
  • Capacitor Recharge: Capacitors deplete when used (e.g., firing, boosting, chaff). PIPs determine recharge speed. At 0 PIPs, recharge is minimal but not zero.
Examples and Scenarios
Scenario 1: Combat (Dogfighting)
  • Context: You’re in a combat ship fighting an NPC Python in a Conflict Zone.
  • PIP Strategy:
    • Taking Fire: Set 4 SYS, 2 ENG, 0 WEP (4-2-0). Maximizes shield strength to absorb damage (e.g., Python’s multi-cannons) while keeping maneuverability.
    • Chasing: Shift to 2 SYS, 4 ENG, 0 WEP (2-4-0). Boosts speed and maneuverability to close distance or outturn the Python.
    • Attacking: Use 2 SYS, 2 ENG, 2 WEP (2-2-2) or 1 SYS, 1 ENG, 4 WEP for energy weapons (e.g., pulse lasers) to balance defense and sustained fire.
  • Example: Python fires plasma accelerators. Switch to 4-2-0 to tank shots. After the volley, shift to 2-4-0 to boost behind the Python, then to 1-1-4 to fire lasers continuously.

Scenario 2: Escaping an Interdiction
  • Context: You’re in an Asp Explorer (trading build) interdicted by a pirate Fer-de-Lance.
  • PIP Strategy:
    • During Interdiction: Set 2 SYS, 4 ENG, 0 WEP (4-2-0). High ENG PIPs improve maneuverability for the interdiction minigame; SYS PIPs maintain shields.
    • If Interdiction Fails: Switch to 4 SYS, 2 ENG, 0 WEP (4-2-0). Maximizes shield strength to survive attacks while boosting away. Submit and jump to supercruise with 4 SYS, 2 ENG, 0 WEP.
  • Example: You lose the interdiction. Set 4-2-0, deploy chaff (SYS-powered), and boost to outrun the Fer-de-Lance. Charge FSD and escape to supercruise.

Scenario 3: Exploration (Planetary Landing)
  • Context: You’re in a Diamondback Explorer landing on a high-gravity planet.
  • PIP Strategy:
    • Approach/Landing: Use 2 SYS, 4 ENG, 0 WEP (2-4-0). ENG PIPs improve thruster control; SYS PIPs absorb minor collisions.
    • Surface Operations: In an SRV, set 4 SYS, 2 ENG, 0 WEP (4-2-0). SYS PIPs protect against skimmer fire; ENG PIPs help avoid collision damage.
  • Example: You clip a rock while landing. With 2 SYS PIPs, shields absorb the impact. On the surface, switch to 4-2-0 when engaging skimmers.

Scenario 4: Trading (Running from Pirates)
  • Context: You’re in a Type-9 Heavy with valuable cargo, attacked by pirates.
  • PIP Strategy:
    • Evasion: Set 4 SYS, 2 ENG, 0 WEP (4-2-0). SYS PIPs tank damage; ENG PIPs allow boosting to gain distance.
    • FSD Charging: Maintain 4 SYS, 2 ENG to charge FSD while keeping shields strong.
  • Example: Pirates fire railguns. Set 4-2-0, deploy a heat sink, and boost away. Charge FSD and escape to supercruise.

Scenario 5: Mining
  • Context: You’re in a Python mining in a resource extraction site, occasionally attacked by NPCs.
  • PIP Strategy:
    • Mining: Use 2 SYS, 2 ENG, 2 WEP (2-2-2). Balances shields, maneuverability, and mining laser power. Or you max your WEP for continuous mining if needed.
    • Under Attack: Shift to 4 SYS, 2 ENG, 0 WEP (4-2-0) to tank damage while repositioning or fleeing.
  • Example: An NPC attacks. Switch to 4-2-0, deploy chaff, and boost away from asteroids to charge FSD and escape.

    Of course, some mining builds have turrets, so in that case, you'll want to balance SYS (to take hits) and WEP to let your turrets do the dirty works. ENG is not really needed if you plan to stay put while your turrets do their job.
Advanced PIP Management Tips
  • Dynamic Adjustment: Adjust PIPs based on the situation (e.g., 4-2-0 for defense, 2-4-0 for pursuit, 1-1-4 for attack).
  • Voice Attack: Create macros for common PIP settings (e.g., “Shields” for 4-2-0) to reduce manual inputs.
  • Ship-Specific Strategies: Tailor PIPs to your ship. Agile ships (e.g., Viper) favor ENG-heavy settings (0-4-2); tanky ships (e.g., Anaconda) favor SYS-heavy settings (4-2-0).
  • Engineering: Upgrade the Power Distributor (e.g., Charge Enhanced) for better recharge rates.
  • Practice: PIP management becomes muscle memory with practice. Start with presets and gradually adjust dynamically.
Common PIP Configurations
  • 4-2-0 (SYS-ENG-WEP): Defensive setup for tanking or escaping.
  • 2-4-0 (SYS-ENG-WEP): Pursuit or exploration, emphasizing speed.
  • 1-1-4 (SYS-ENG-WEP): Offensive setup for sustained weapon fire.
  • 2-2-2 (SYS-ENG-WEP): Balanced setup for general use or in WTF?? situations.
  • 0-4-2 (SYS-ENG-WEP): Agile combat setup for dodging or when you use no shields.
Keybinds and Customization
To customize PIP controls:
  • Go to Options > Controls > Miscellaneous.
  • Assign keys to:
    • Divert power to Systems
    • Divert power to Engines
    • Divert power to Weapons
    • Note: This is more likely to be an option for keyboard users, but for Controller users, using the D-Pad is pretty convenient.
  • Default keyboard bindings: Arrow keys (Left = SYS, Up = ENG, Right = WEP, Down = Balance).
  • Controller: Typically D-pad (same layout).
  • Check for binding conflicts if PIPs don’t work.
Conclusion
The PIP system is a dynamic mechanic that lets you adapt your ship’s performance to any situation. By allocating PIPs to SYS, ENG, and WEP, you can optimize shields, speed, or weapons as needed. Mastering PIP management involves understanding your ship, practicing dynamic adjustments, and tailoring strategies to scenarios like combat, evasion, or exploration. With practice, PIP management becomes second nature, making you a more effective Commander in the galaxy!