Newcomer / Intro Destroying the power plant

This is probably a newbie question... maybe.

I'm targeting ships' PP's during combat (PvE) and frequently they drop to zero percent active. How come the ship is still able to fly, fire and replenish its shields with no power?

I feel I'm missing the bleeding obvious here.

Thanks.
 
Of course, the real question is how come EVERYTHING still works when they only have 50% power? I mean, they will literally boost, fire weapons AND jump when in that state.
 
Are you sure it's not the other way around? Or 40% in both cases?

A malfunction is 40% for five seconds.

Reducing the PP to zero integrity used to cause a critical malfunction (20% for five seconds) before stabilizing at 50%.

I'm not sure if the 20% malfunction level is still there, but I still build around it, and a zero integrity power plant has always stabilized at 50% output since it stopped being an automatic ship loss.

Of course, the real question is how come EVERYTHING still works when they only have 50% power? I mean, they will literally boost, fire weapons AND jump when in that state.

Not everything works, but quite a bit can be powered at 50% output.

Check the sub targets panel next time.
 
Of course, the real question is how come EVERYTHING still works when they only have 50% power? I mean, they will literally boost, fire weapons AND jump when in that state.
They're very good at power management - and whatever was in the distributor capacitors is of course still available.
 
"Chance to explode"
Can't be a very high chance btw. Yesterday I brought a Conda's PP to 0 when it has 65% hull left, but then it kept permaboosting and firing and didn't explode before hitting 1% hull.
In general I remember one instance where a Conda sploded at 25%. A few more around 10%. The overwhelming majority at +-1%.
Pretty pointless exercise by my experience.
 
"Chance to explode"
Can't be a very high chance btw. Yesterday I brought a Conda's PP to 0 when it has 65% hull left, but then it kept permaboosting and firing and didn't explode before hitting 1% hull.
In general I remember one instance where a Conda sploded at 25%. A few more around 10%. The overwhelming majority at +-1%.
Pretty pointless exercise by my experience.
Try Cutters in CZs and a Focussed PA. Second or third hit after bringing the PP to 0% usually does the trick. The Problem to hit them still remains, though - I'll be working on it next time I go into a CZ.
 
I pop condas at around 60% hull all the time (it's probably because they have that cheaty hull :p).
I have had that a couple of times, I had one where I shot out the power pack then the FSD then the power distributor before it died, I was starting to worry about zombies by that point.
 

Craith

Volunteer Moderator
Of course, the real question is how come EVERYTHING still works when they only have 50% power? I mean, they will literally boost, fire weapons AND jump when in that state.
mostly because NPCs don't fly overengineered ships and usually have power to spare, they are good (and quick) with power management and the higher ranking ones usually don't recharge shields when their PP is shot out. They also don't fire all their weapons usually, often the PAs are inactive.

You can check their modules in the left hand menu.
 
What happens if you disable their PD btw? Does it mean their boost and weps won't recharge?
It means that how the pips are distributed cannot be changed, so as long as there were pips in any of the categories it will recharge eventually.
 
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