can somebody explain this?

how do they always manage to fight back for a few minutes AND JUMP with their powerplant at ZERO?

i can not do that no matter what engineering or whatever i do to my ship! I will be blown up before i even hit 20%

and that is just one of his modules, i worked on his cargohatch , drives , chafflaucher, railgun, and a coulpe of other modules before we got to the zero powerplant.
NOt the first time and not the last time THIS HAPPENS a LOT! I know my ship is not the best equipped but should be enough for pve bots. I mean i ground so much for it, and seeing this just....

I mean what?

how is he even shooting? I cant shoot with zero pp
zPUxakM.png


been shooting at me for over a minute with zero powerplant, managed to take out my last ring and cause 9% hull damage too!
0aUuEIO.png


...and then this just plain insult
y6Z8qB7.png
 
Hell, they can run away with 1% hull and be back as soon as I hit Supercruise, fully repaired and ready to interdict again. Which, I think that running away should flag those NPCs to not return during a mission, but oh well.

NPC ships don't calculate all the little things our player ships do. But, you used to be able to just knock out a Power Plant and have a freebie kill on a floating target. So I guess it's nice they're not completely helpless?
 
Hell, they can run away with 1% hull and be back as soon as I hit Supercruise, fully repaired and ready to interdict again. Which, I think that running away should flag those NPCs to not return during a mission, but oh well.

NPC ships don't calculate all the little things our player ships do. But, you used to be able to just knock out a Power Plant and have a freebie kill on a floating target. So I guess it's nice they're not completely helpless?


lol true
 
FD always come close to decent balance, but fall a bit short every time. You used to be able destroy PP while barely damaging hull, which caused NPCs helplessly dangle in space. Now it's nearly useless to even bother shooting at internals. Also, remember the spin? NPCs would just get confused and spin in place like a drunk whale?) Glad at least that is gone.
 
I can jump not only with my powerplant at 0hp (50% output), but even when it's malfunctioning (40% output). Power priorities are important and NPCs know this.

FD has acknowledged (I believe, please don't ask me to find the source) that they are perhaps a little 'too' good at power priorities and I expect it will be tweaked so that they can't jump with no power plant, even though it's realistic that they should be able to. The trick is don't stop shooting at the pp because the chance of a critical malfunction (boom) is something like 1 in 5 once the PP is down.

Respawning in supercruise is indeed frustrating, but if you take out the FSD first, that problem goes away.
 
FD always come close to decent balance, but fall a bit short every time. You used to be able destroy PP while barely damaging hull, which caused NPCs helplessly dangle in space. Now it's nearly useless to even bother shooting at internals. Also, remember the spin? NPCs would just get confused and spin in place like a drunk whale?) Glad at least that is gone.

true true, :ROFLMAO:

i thihnk the spin was replaced by the authority ships shooting at eachother, or me for any reason at all.
I had to bail out many times, when they jump in to "help" and open fire on me and/or eachother :)
 

Craith

Volunteer Moderator
Having your PP at 0% only puts your power to 40% temporary until it returns to 50% capacity a few seconds later. This is usually more then enough to keep your ship operational if you have set your priorities correctly and haven't over-engineered your ship. You also have a chance to blow up instantly any time the PP takes damage at 0%.

NPCs have little/less engineering so even less power problems and the same rules as above apply. That they are able to jump with 0% FSD is the bug, and the SC-hull repair is a long standing problem, but the PP is working as intended.
 
I can jump not only with my powerplant at 0hp (50% output), but even when it's malfunctioning (40% output). Power priorities are important and NPCs know this.

There we go.

Simple truth is that all PPs still generate 50% power, even if they're at 0% health.
You'd think NPCs would just use that power to crank up their FSD and escape but sometime they prefer to use that power to fire their weapons instead.
 
Looks like your work here is done guys, see you tomorrow!

lol @ babelfisch

and thank you all for the replies

now I see it makes perfect sense Power Plant at zero but 50% output! With all our scanners we should be able to see that somewhere. Their output...

@Factabulous
I ve been lurking the forums for a while and seen all kinds of arguments ,just had to do my own with pictures now that i know how to post them :)

Craith Aashenfox and Stealthie thnx for the constructive answers. I know the npcs are AI but i have this picture in my head of a full deck where all are busy punching in and changing module priorities while engaged with me :) nice picture
I know it would take me a few minutes at a station reworking that, i can just imagine doing that in the heat of the battle. I think i'd just shut a few down by mistake and die for that :)

What im trying to say is that even with macros reworking module priorities while fighting just seems like i need a few more sets or arms and hands tot do it.

WarEagle I think i will collect some more evidence and make a nice ticket.


p.s.

Oh and nobody comment my HUD colors and POV?
(Just figured out how to do it recently and love it so much :) )
 
Last edited:
Back
Top Bottom