As we likely all know by now, the 1.4 update will change how damage to power plants effects our ships. While having a chance to pop our ships still, damaged power plants will now more likely have inconsistent and reduced power output levels instead which will effect our other ship modules.
Targeting power plants will still be fairly effective overall, at least in some scenarios, as ships are fairly neutralized when their modules start failing on them. However, to help mitigate this, it seems that people can at least choose their module priorities so that more essential modules maintain functionality longer.
While making a new combat capable Vulture exploration build upon my return to colonized space and anticipating these new mechanics, I've prioritized the modules to try and help maintain ship viability for longer while still being able to get out of trouble when necessary. For example, currently FSDs are a lower priority on Vulture builds as they aren't needed while staying in the thick of things and Vultures are notoriously underpowered anyway, though now I have the FSD set as one of the top priority modules.
Here's my Vulture build and its module priorities (note that detailed surface scanners can't have their priorities changed in game, so I've just left this listed as having a first level priority). http://coriolis.io/outfit/vulture/2...RgkCY-iBmcQ?bn="Ronin" - Combat & Exploration
What are your guys' thoughts on these changes and will you be likewise changing your module priority levels to account for them, or do you think it won't be a relevant enough of a concern to change your setups?
Targeting power plants will still be fairly effective overall, at least in some scenarios, as ships are fairly neutralized when their modules start failing on them. However, to help mitigate this, it seems that people can at least choose their module priorities so that more essential modules maintain functionality longer.
While making a new combat capable Vulture exploration build upon my return to colonized space and anticipating these new mechanics, I've prioritized the modules to try and help maintain ship viability for longer while still being able to get out of trouble when necessary. For example, currently FSDs are a lower priority on Vulture builds as they aren't needed while staying in the thick of things and Vultures are notoriously underpowered anyway, though now I have the FSD set as one of the top priority modules.
Here's my Vulture build and its module priorities (note that detailed surface scanners can't have their priorities changed in game, so I've just left this listed as having a first level priority). http://coriolis.io/outfit/vulture/2...RgkCY-iBmcQ?bn="Ronin" - Combat & Exploration
What are your guys' thoughts on these changes and will you be likewise changing your module priority levels to account for them, or do you think it won't be a relevant enough of a concern to change your setups?
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