Love the changes to destroying power plant !

I love it !

I kill a Trader's Power Plant and it drops them dead cold.
Let's me fire off all the hatch breakers and collectors I need if I don't want to risk destroying them firing at their cargo hatch or if it just refuses to drop some loot for me.


LOVE THE CHANGES TO POWER PLANT DESTRUCTION!:)
 
I love it !

I kill a Trader's Power Plant and it drops them dead cold.
Let's me fire off all the hatch breakers and collectors I need if I don't want to risk destroying them firing at their cargo hatch or if it just refuses to drop some loot for me.


LOVE THE CHANGES TO POWER PLANT DESTRUCTION!:)


You can still blow them up this way. It's random so you don't know when it might happen.
 
What did they change? I haven't noticed anything special.

Taking out a ships power plant now reduces total power output to 50%, instead of being an instant kill.


As OP says, it's handy for pirates.


For PvE bounty hunting, 0% PP basically makes them a sitting duck, but you have to waste time finishing off their remaining hull before you get a reward, though there is still a chance of instant kill.


In PvP, you can set up your ship with clever power management such that only having 50% total power means you can still run away. Hopefully...
 
You can still blow them up this way. It's random so you don't know when it might happen.

Disabling them is not random, that will always happen when the Plant reaches 0% initially.

However, continued damage will cause an explosion regardless of hull %. It's a fantastic change to how Power plants work.
 
Wasn't an instant kill in 1.4, just stopped them dead in their tracks - great in the Vulture for getting Pythons, FAS & Condas...

G
 
Disabling them is not random, that will always happen when the Plant reaches 0% initially.

However, continued damage will cause an explosion regardless of hull %. It's a fantastic change to how Power plants work.

Does that mean that hitting the powerplant again AFTER it disables causes extra hull damage or am I misunderstanding what you mean about explosions?
 
Also useful for Vultures, particularly if you are in a Vulture yourself with 2 x class 3 pulse! You do not want that nible little Vulture putting those rather good shields back up, and the power plant target is rather large and hard to miss!

I was just saying as you missed the Vulture off you example list of targets, for some reason :)

Simon

Wasn't an instant kill in 1.4, just stopped them dead in their tracks - great in the Vulture for getting Pythons, FAS & Condas...

G
 
It seems that enough overkill on the powerplant can still lead to an instant kill. Wiped out an anaconda at ~94% hull, earlier today. Hit the powerplant with a simultaneous large and medium plasma accelerator hit (top right hardpoints on a python), and the thing exploded.
 
It seems that enough overkill on the powerplant can still lead to an instant kill. Wiped out an anaconda at ~94% hull, earlier today. Hit the powerplant with a simultaneous large and medium plasma accelerator hit (top right hardpoints on a python), and the thing exploded.
I did the same thing in my FDL with a huge plasma.
I was mostly just messing about, using plasma only to practice aiming.
Took the shields out. Slapped it once with plasma, diret hit, took the PP down to about 30%! Hit it again and if went to 0%.
Last hit made him explode at 80~% hull.
 
I was doing that in 1.4...comes in handy when you're soloing a wing of pirates. PP stop the biggest ship, kill the smaller escorts, finish off the big one at your leisure (or disable all of em, then just fly around executing them afterwards).
 
I wondered why they became so placid when up the Creek!

In fact the pirate is probably swearing their head off in the cockpit. That, or ringing dear old mum one last time to apologise for their tragic life choices.
 
Disabling them is not random, that will always happen when the Plant reaches 0% initially.

However, continued damage will cause an explosion regardless of hull %. It's a fantastic change to how Power plants work.
Actually the hit that takes the power plant to zero can also cause destruction. I have frequently noticed this with PAs. So it may depend on the damage that hit did.

It sure would be nice if NPC did not cheat on power plant damage either and suffered the same effects as players from power plant damage.
 
Actually the hit that takes the power plant to zero can also cause destruction. I have frequently noticed this with PAs. So it may depend on the damage that hit did.

It sure would be nice if NPC did not cheat on power plant damage either and suffered the same effects as players from power plant damage.

I have the impression that the excess damage done might be affecting the chance for the dice roll. A lucky PA shot that gets the plant to 0% can very well blow it up. Bad luck however can require 4 more rounds. Usually it's somewhere in between for me. So it at least looks like it works somewhat like that.
 
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