I got blown up by AI last night when I had 47% hull

Armor needs to protect modules. Simple as that. Ships like the Anaconda were designed for some reason with their critical power plants laughably exposed, and any armor you add doesn't protect it.

B class modules are supposed to be armored - anyone determine just HOW armored they are?
 
Fair enough I guess as I've done that to Ai before but I would love to know if there is a way to defend against this type of attack. It would be nice to have an alert that a certain sub system is being attacked and have the ability to press a few buttons to enhance shielding in that area or at least given a vector to hide that subsystem from further attack...anything other than how it works at the moment. It comes as quite a shock that I blow up at 47% hull as the figure has no relevance as to how much longer I might survive in a battle !

This same exact thing happened to be in 1.2 in a Combat Zone in Quivira. My shields dropped and I thought "I can kill this 'conda before he blows up my Asp". At somewhere around 40% hull I explode. I sat there, mouth agape for a few moments at the insurance screen. Shrugged and decided to buy a Vulture for pew pew (and GTFOOD when my shields drop).

I think we need a PP and Thrusters health bar just below the hull health. Every other system's HP can stay tucked away in the modules screen, but we really need those two on our HUD.


EDIT: Wrong version number.
 
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I think we need a PP and Thrusters health bar just below the hull health. Every other system's HP can stay tucked away in the modules screen, but we really need those two on our HUD.


Yea this would be extremely useful!! sometimes in a hot mess of a fight you simply can't look over at your modules.
 
Armor needs to protect modules. Simple as that. Ships like the Anaconda were designed for some reason with their critical power plants laughably exposed, and any armor you add doesn't protect it.

This is one of several critically needed combat changes they need to make. Wish we'd get an update based around balance and fleshing out existing systems.
 
I think we need a PP and Thrusters health bar just below the hull health. Every other system's HP can stay tucked away in the modules screen, but we really need those two on our HUD.

With thrusters you know if they are taking severe damage, you get a warning 'Thrust stabilization' or something similar,then the ship starts to behave like FA is off.

Powerplant should definitely have some sort of visual health bar or critical alert.Better still,let us actually protect the damn thing... It is the most important part of the ship!
Am surprised the devs never comment on the Power plant issue, it really should be fixed.
 
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I have experienced some serious lag in the teething stages. Have been in a conflict zone where other cmdr's complained they couldn't see the enemy and then found myself fired upon by invisible ships, and also in the RES in a wing, one of my wingates went from 50% to dead just like that. Could just be that the powerplants went, however, after my friend died, I was masslocked and nearly killed (20 % hull) by another invisible ship (wing mates said they could see nothing chasing me and I was well beyond asteroid masslock). As a result, I am flying cheaper ships, courier mostly, while the update passes it's teething problems, but I feel for all the people who've accidentally clicked on giant repair bills or other stuff.
 
+1 to the Power Plant health indicator (or a warning when integrity of certain modules goes below certain percentages).

I also would like to see something changed in the sub-system targeting mechanics. Like only being able to shoot at them when selected with fixed weapons, for example.
 
well, it doesn't need to be a healthbar or warning sign. Not even an audio alert.
I would prefer a more subtle, "environmental" approach to inform CMDRs if their subsystems are about to fail.
for example:
If your engines are beeing targeted, make them stutter like a driving school car driven by someone still failing in changing gears in his 42th lesson.
If your power plant begins to loose its structural integrity, make the cockpit lights blink, followed by temporary shutdowns of the HUD and screens.
 

Robert Maynard

Volunteer Moderator
Still - it's indeed a weak spot that we don't get any warning (until it's too late basically) when aquiring dangerous damage to key Subsystems.

As you say, if the right hand display in the HUD were to in some way indicate sub-system health (presumably the key sub-systems take up a volume and that volume could be shaded in accordance with health) and sub-systems could flash individually when hit - it might give us a better indication of the relative state of our sub-systems.
 
Just add an indicator for subsystems, like in MW.

The indicator on the lower right corner allows you to know if specific parts of your mech is being damaged. Something similar in ED would allow you to know if one of your subsystems is critically damaged.
It's then time to stop fighting and start fleeing...
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As you say, if the right hand display in the HUD were to in some way indicate sub-system health (presumably the key sub-systems take up a volume and that volume could be shaded in accordance with health) and sub-systems could flash individually when hit - it might give us a better indication of the relative state of our sub-systems.

This. Yes.

Also, for the powerplant/thrusters, some audio message similar to the ones for the canopy.
 
To be honest, I've never quite understood how ship power plants generally can get hit with such ease. A ship's reactor (especially as the hull type increases with size) should be the most heavily protected/shielded part of the craft. A weapon should have to penetrate through the hull (which is still typically getting scanned as being at 30-40%), in order to get at and damage it. It's not like it's sitting outside of the ship. :)

IMO, a reactor should be the most difficult part of a ship to damage (but possibly able to be interfered with at range by a revamped, more realistic, offensive ECM 'hacking' module - think of what EDI, from 'Mass Effect 2', describes being able to do).
 
The Power Plant on the Anaconda/Python is very close to the centre of the ship, and gets way more damage than other boats like the Clipper/Asp, where its up near the pilot.

Nice to have a small GUI display showing module integrity, so you can see how screwed you are, at a glance.
 
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