Yes and no - each hit with scramble spectrum has a chance to cause a random module to malfunction, but once a module does malfunction that ship becomes immune to the effect for 10 seconds.
More weapons will mean you tend to cause malfunctions sooner (as a roll will succeed sooner after the immunity fades) but it's not possible to cause multiple simultaneous malfunctions. It's worth pointing out though, that malfunctions with a longer duration *can* overlap, they just can't be triggered at more than 1 per 10 seconds.
Is there a list of possible malfunction for each module? I use SS on most of my ships, and I've seen drives stop working, lasers and missiles misfire (possibly chaff as well), but I was wondering what else was possible.
Just to add the missing component to the definitive answer already provided via the link to Mark Allen (FDev) comment above, the chance of a malfunction is very high.
Hence there's not much point stacking SS in order to trigger malfunctions more quickly, as they trigger pretty quickly anyway.
Anything is possible but it depends upon the location of the hit. It isn't spread randomly with even chance across all modules but is weighted (/hard tied to) the hit location.
Location-wise the area of possible effect is pretty broad. It may be hemispheres or something slightly more complex, I forget, but if for example you shoot a shieldless FdL in the nose, one of his guns or utilities may malfunction but probably (/definitely) not his drives or any other module situated near the back of the ship.
One of the nicest malfunctions is when you make their bi-weave lose it just before reform...
SO I sat with Masslocked Mafia one night for over an hour. We both tested Scramble Spectrum on each others ships.
I targeted specific modules for a direct hit. Like I was really close, no way to miss.
I didnt tell him what modules I would target. I hit the Distro, Chaff, weapons(this was funny cause I targeted his scramble which caused my scramble to auto fire).
It was pretty neat if you are able to get direct hits, it works. Hitting the hull without targeting a module its just random. Long range mod + jitter makes it so you dont get a direct hit all the time though. But its really nice if you can hit the NONO spot with the FSD. It acts like a grom, stacking those two effects successfully means a guaranteed combat log. Id say kill but we all know thats not going to happen.
o7o7![]()
Ooohh ... this is interesting. A long time ago I did a lot of testing of the Pulse Disruptor and as soon as 2.1 dropped I did plenty of scramble spectrum tests also but I can't say that I've ever investigated scramble v specific targeted modules.
Are you saying, therefore, 90skid, that based upon your testing, you think that a direct targeted module hit always avoids the RNG - that only the targeted module will malfunction, or nothing - or just that there's a greater chance of the targeted module malfunctioning, compared to others in the vicinity?