Power supply - why target anything else?

Right now, when your aim is just to destroy the ship, very little.

However when we reach a point where there is a reason to cripple/disable a ship or such, then we can make use of the other sub targets, disable power distributor for example, and they cannot fire weapons after a bit, disable thrusters they can't run.
 
Ha ha ha....I am just too lazy to ''Target'' anything at all......the hull is good enough for me.....also if a guy is spinning his ship to try and avoid power-pack destruction then the hull is a fat easy target for my fat fingers made of sausages. I have killed nearly 700 targets since I started before Christmas and not always with weapons too.......Ramming Speed Captain Bligh....set thrusters to ludicrous speed and close my eyes.
 
The thrusters on the Anaconda are almost impossible to miss and easily destroyed.

Afterwards you can take your time pecking at the cargo hatch, power plant or whatever without worrying about it swinging the huge plasma your way.
 
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If salvaging ever happens, it is my hope that we can space-jack any ship in the game, by 'killing' life support and then having a remote drone give you direct control of the other ship so you can either wing up and take it home with you to a port and chop shop it up get crazy money or repair and then use it and skip huge sections of the current money grind in game.

But as it stands not really much reason to, if you weapons are kind of crappy you could go for the shield generator on the bigger ships before the power and then go for the power generator.

If you are a horrible person you could first take out another players thrusters so they can't run away, then take out their weapons so they can't hit back, take out their repair units, leave them their shields and power plant and tell them to self destruct because you are not a killer but you will if they don't and then just jump away since they can't do much unless they get lucky with that 2% repair emergeny thruster repair option that people never talk about, I don't know if you can take life support out without actually just out right killing them in the process or if they just get the 5-25 minute clock ticking down thing at that point. You could just crack their canopy open and get the same result but... am not sure if that would be an instant kill or not.

Does make me laugh that we have all these high power weapons and going for the canopy is not the no1 thing the power plant is, I mean once the shield is down, the canopy broken, surely all that shrapnel and lasers etc would be more effective/faster through canopy and straight into the pilots face/chest for instant perma-death... seems like a terrible design flaw on every ship in game, from a pure combat perspective, heck even with the canopy intact its scant protection from that stuff, even a tiny micro meteorite would be the end of you in that setup.

I try not to think about it because its so miserable to make money super fast in this game, as in why can't I have a billion credit full combat anaconda spec done in about 20 hours of game play, why does it seem like that's something around 300-500 depending on what you can make yourself put up with. :p
 
There isn't much point going for anything else because the power plant is so effective at killing ships.

The only way I can see that would make targeting other modules useful is if you could get very strong shields or up the defence of shields so they last longer but allow modules to be damaged depending on where the shields are being hit most frequently. This would mean you could target power distributors and do slight damage to them whilst slowly whittling the shields down until the modules begin to malfunction. If you target a shield generator then you could temporarily allow the shields to break for a few seconds before coming back again when the module malfunctions. You could even have how easily modules are damaged by being based on the quality of the shield generator.

I feel this would make combat more interesting since more modules will malfunction more often whilst still keeping the hull safe.
 
Powerplant is OP in my opinion. We might as well all have a two meter hole straight to our reactor. I think weps, sensors, and engines/thrusters and FSD's and canopy (make that Life Support system worth upgrading) should be targetable. Everything "internal" should not be. Also, since our "heat" is vented to space basically via radiator panels behind hinged panels, you should be able to target "heat sinks" so that you can make a person less able to dispel heat. Make it painful for that guy to use his gimballed beams....

But Powerplant FTW is too OP and puts the larger ships at a huge disadvantage. I'm not talking about nerfing for nerfing sake. It just makes no sense that you should be able to "target" internal devices. You should be able to target any external hardpoints and things that require access to the hull (like sensor arrays) and engine penetrations

Completely internal systems like power plant, distribution, shield generator and life support should be deep in the bowels of the ship and should not be targeted unless you have a hull breach and quite frankly only the larger ships should be able to survive a hull breach.
 
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I agree there is a problem here with the PP... it does give people a shortcut to instant destruct of your opponent. Perhaps if the armour value of the PP could be tweaked up a few % it would help balance things out a bit more. Not against targetting the PP being a little bit of a shortcut (tactics/skill/knowledge should be rewarded) but not the major one it is now.

Alternatively, at least make targetting the PP harder. Againat most ships you can hit that PP from almost any angle. Maybe keep it weak, hell, even weaker, but make it so that you have to be firing at a fairly precise angle. No, not quite Luke vs Death Star, but at least on the right side of the target to hit it.

Caveat: Anaconda. Those things should have a massive hitbox for their powerplant, just because so many people seem to look at them and think because they are the most expensive they must be the best. :p
 
At this moment it really depends on what weapons you have, how fast you can take down that hull.

For me
- Anything under Cobra, don't bother,
- Cobra - Anaconda: power plant,
- Elite / player Anaconda: thrusters, then power plant.

Anything else? Maybe the shield generator as it was said before me, not much else.
 
Well even hull hits will take ships down fast if you got enough weapons, so yeah..Though it would be interesting if the damage to subsystems would be proportional with how strong the hull is at those spots, meaning that if you are hitting the spot with repeated armor piercing stuff, then it will become cheese, but the initial hits won't do 'as' much until said hull at that location is cheese.
I think this could be implemented by basically allowing us to see integrity of modules, 100% meaning hulls fine, 0% module is exposed, scale damage accordingly, add an indicator on the module list to indicate integrity? they don't even need to redo damage model, just the module system, to register hits into the 'armor' around the unit first, then it would also make sense to spread out the integrity of components a bit more, there's a ton of A integrity modules, with B having integrity a+ or something, which really makes little sense.

Take for example a D thruster, its lighter so it is also structurally weaker? or should be?
B is heavier so structurally stronger?
 
I have long thought this, and its nice to see the idea being treated with something other than contempt.

if you want people to target other systems, make the power plant more heavily armoured, so it isn't as efficient a kill button, or alternatively have it knock the ship's power offline, but not explode (seeing as they are powered by a fusion reactor I believe, and a fusion reaction requires a hell of a lot of attention just to keep ticking over, the second they break they are more likely to turn off than explode...)

another nice little change would be to have hits against specific hardpoints not cause damage to the hull AS WELL. this might encourage people to take down multiple hardpoints (weapons, for example) without that ending in the destruction of the ship (which was probably the eventuality they were trying to avoid...)
 
I like to toy with my prey. So with the larger ships like the Anaconda or Python I tend to disable the thrusters first so they cant run or turn then take out any weapons so that they are completely at my mercy. =)
 
Maybe if the power plant integrity were linked to the hull integrity this wouldn't be a issue, I guess you do away with module ideal for that one item and leave the rest as is for balance.
I cant think of any other way maybe we can come up with something in here.
 
CZ Vipers are quite vulnerable to Drive attacks, stops them zipping off on those flyby attacks or bailing when they're badly damaged.

For anything else, no.
 
I've taken out the FSD of couple people (who have interdicted me) and jumped out. why give them a 1 way ticket home!

Though that is a fantastic way to get revenge, there is a new feature called reboot/repair which will repair any module at 0%

Only used it once when I lost thrusters and was drifting out of a combat zone but it repaired it and I was able to control my ship again. Always go for the kill or life support.
 
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In some situations it's worth targeting the drives. On most ships it's easier to hit the drives of a fleeing target than the power plant... while they're drifting helplessly trying to start the reboot sequence, *that's* when you close and blast the power plant.
 
I agree there is a problem here with the PP... it does give people a shortcut to instant destruct of your opponent. Perhaps if the armour value of the PP could be tweaked up a few % it would help balance things out a bit more. Not against targetting the PP being a little bit of a shortcut (tactics/skill/knowledge should be rewarded) but not the major one it is now.

Alternatively, at least make targetting the PP harder. Againat most ships you can hit that PP from almost any angle. Maybe keep it weak, hell, even weaker, but make it so that you have to be firing at a fairly precise angle. No, not quite Luke vs Death Star, but at least on the right side of the target to hit it.

Caveat: Anaconda. Those things should have a massive hitbox for their powerplant, just because so many people seem to look at them and think because they are the most expensive they must be the best. :p

If FD let hull upgrades cover subsystems, the problem would be solved.
 
Before the reboot/repair mechanic was introduced, it was a lot of fun to shoot the engines out of a ship and leave it adrift. It was a great way to flip the finger at mouthy people who interdicted you without thinking about the potential consequences of attacking a better armed ship while being sassy on the comms. :D
 
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