I destroyed several powerplants from NPC's and they still fly around and attack me, they don't explode.
Is this a bug?
Thank you,Yes that's completely normal. Just getting the plant down to 0% just means the NPC might have to turn off a few modules. Hit the powerplant a couple more times though and then you're likely to see the ship go boom.
The Imperial hammer? I'd give it a try but that can be tricky to aim, more than normal railguns anyway. They do also get very hot as well. Something you could try though is high capacity engineering. I think at grade 3 these go from a normal 3 shots to 6 shots. You're bound to hit something!Thank you,
I think I will try the powerplay rail cannon then, since it hits 3 times per shoot.
When a power plant is at 0% integrity, it still produces 40% of its potentical output. Provided power prioirites are set correctly, and heavily depending on your ship build, you can still fly around and maybe even continue shooting.I'm using a rail cannon build with super penetration.
I destroyed several powerplants from NPC's and they still fly around and attack me, they don't explode.
Is this a bug?
If you want focus on power plants use Concord Cannon. This is my current build but any ship will do: https://edsy.org/s/vzKiZI0Thank you,
I think I will try the powerplay rail cannon then, since it hits 3 times per shoot.
The output drops to 40% once it reaches 0% integrity, then slightly increases to 50% after a few seconds.A power plant at 0% integrity still produces power. I think 40%, and it drops down to 20% when it momentarily fails, but I haven’t looked it up recently.
SRB PAs- my go to for this. The amount of times I've seen a ship going flying off with dead drives, a shield stop regenerating or just going boom while still above 50% hull, without me even sub-targeting the modules makes these my first choice the first time I'm building a ship.Short Range Plasma Accelerators too. Module hits depend on breach chance and then breach damage. If you can breach hit for more damage than a power plant has integrity, that's a 40-80% chance to instantly destroy the power plant and possibly also the target entirely. If the target has MRPs then you're taking the largest possible bite out of them to get them destroyed quickly.
A couple of small or medium rapid fire pulses are another good option for triggering the fatal malfunction once the power plant is at 0%.
You know what works great together with those? Penetrator Munitions Advanced Dumbfires. You need a fairly maneuverable and fast ship with good hardpoint convergence.SRB PAs- my go to for this. The amount of times I've seen a ship going flying off with dead drives, a shield stop regenerating or just going boom while still above 50% hull, without me even sub-targeting the modules makes these my first choice the first time I'm building a ship.
Assuming the distributor can handle them and the ship doesn't melt too much of course.
Got two things wrong here, bud... 40% is when malfunctions happens, and at 0% plant gets halfed capacity, so 50% as others mentioned already.A Power Plant at 0% integrity still generates 40% of its original power. If the commander correctly configures module shutdown priorities to maintain only essential modules, so that their power demand does not exceed 40%, the ship will not explode.
A couple of small or medium rapid fire pulses are another good option for triggering the fatal malfunction once the power plant is at 0%.
Dumbfires have 100% breach chance, and with Penetrator Munitions they can hit power plants for 20 absolutely guaranteed damage as long as you make your shot.
Record of mine, its another cmdr, an cutter with 98% hull left. It was actually "funny hull" bulid, no shields, and they used LE plant and obviously no MRP's.It's very satisfying and also very ammo efficient to strip the shields from an anaconda and destroy it with one shot to the plant. The highest remaining hull I've ever seen was 96%, and I have a nice collection of kills at 90% and above.