Cheater NPC-s with Railguns, or something like that, mostly vultures

So they're cheating. That's the point. I don't think player can't jump with 0% powerplant, nor can't repair instantly, nor use the ship like nothing happened, without any pause.
Why can't i fly without powerplant? My ship would be much lighter... and cheaper too :(

Nope, they're technically not cheating
Players can jump with 0% poweplant - it provides 50% power and if one choses power priorities wisely, they can jump.
And again, they're not repairing instantly - the game lack session persistence (*) - so it's a limitation (or a bug maybe?) in the game engine. Basically next time you meet them it's a new session and for all intent and purposes, you and the npc never previously met


(*) although i clearly remember at least one instance (in 2019) when i jumped out of a combat instance and the npc followed me in supercruise and it had the same damaged hull...
 
So they're cheating. That's the point. I don't think player can't jump with 0% powerplant, nor can't repair instantly, nor use the ship like nothing happened, without any pause.
Why can't i fly without powerplant? My ship would be much lighter... and cheaper too

All my ships can jump with the PP at 0%. As others have said 0% PP integrity means 50% power output. Nothing magic there.
 
destroyed an NPC cutter's power plant, it had about 10% overall hull, turned 180, boosted, no "Surge detected"m but surprise, it jumped away... with destroyed power plant. It's not fun after shooting at it for 5 min... And as i remember a ship should blow up if the powerplant is destroyed...

You don't remember correctly. If you take a PP to 0 it produces 50% power. If you set your power priorities to fsd and thrusters as a priority, boosting and waking with a 0% PP is perfectly possible for a player- I have done it.

NPCs repairing afterwards is annoying, but it's a consequence of the instancing structure. Ideally FDEV will introduce some persistence so you can damage someone and then continue the hunt, but most of the time it's less fuss to pick a new target- you sacrifice CZ progress if you leave it, for example.
 
Or if they've put some thought in their build, even carry on fighting since it's possible to have the essential modules and weapons operate below that.


For some builds you can, sure, but I never have and wouldn't advise it. For a start, if my PP is at zero I am definitely up against another player. NPCs don't module snipe, they just get splash damage from missiles and occasional lucky shots. I have just lost half my power, and if I built well that wasn't wasted power so I am now at a disadvantage. Every extra hit could make me go boom too. Time to execute the Brave Sir Robin maneuvre!
 
Another big cheat: destroyed an NPC cutter's power plant, it had about 10% overall hull, turned 180, boosted, no "Surge detected"m but surprise, it jumped away... with destroyed power plant. It's not fun after shooting at it for 5 min... And as i remember a ship should blow up if the powerplant is destroyed...

Can a player do the same? :)
Yep. Power priorities. As others said, power generation drops to 50%.

You can still destroy a ship at 0% powerplant... every subsequent hit against it has a chance to cause instant kill... so rapid fire weapons like MCs and burst lasers are good for this.

Oh... that's right, i came here to say "Oooh, look, there's KI Vultures now!"... but got caught up reading the thread...
 
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(*) although i clearly remember at least one instance (in 2019) when i jumped out of a combat instance and the npc followed me in supercruise and it had the same damaged hull...
If you low-wake, then the NPC can also low-wake to follow you, and will have its previous damage preserved if so.

If you high-wake, or force the NPC to high-wake, then it goes off to repair. The only "bug" / "persistence issue" / "cheating" is that their turnaround time for getting the repair and getting back to chasing you can be a little shorter than a player would manage ... though even then, only for mission enemies, and they do seem to have some delay on reappearance.

(It obviously depends what you're trying to do - I want them to show up so I can shoot them and get the bonus, so I generally have to stack ten missions and then go off and do something else for an hour to get them to show up ... whereas people who'd rather just complete the mission without getting shot at have them all show up at once)
 
If you high-wake, or force the NPC to high-wake, then it goes off to repair. The only "bug" / "persistence issue" / "cheating" is that their turnaround time for getting the repair and getting back to chasing you can be a little shorter than a player would manage ... though even then, only for mission enemies, and they do seem to have some delay on reappearance.

They do persist through high-wakes. At least in terms of ship name, npc name and cargo (not entirely sure about hull damage tho, it may be possible)
During Bridging the Gap i used to drop in Convoy USS, scan the main target - usually a Type freighter, wait for the escorts to be engaged by pirates/npc and wait for the freighter to wake, scan the wake then follow it in a nearby system, then interdict and pirate that ship far from the law's eyes.

However, the wanted NPC that converge on our ships when we stack missions are lightning fast with repairs, if i may say so.
 
They do persist through high-wakes. At least in terms of ship name, npc name and cargo (not entirely sure about hull damage tho, it may be possible)
During Bridging the Gap i used to drop in Convoy USS, scan the main target - usually a Type freighter, wait for the escorts to be engaged by pirates/npc and wait for the freighter to wake, scan the wake then follow it in a nearby system, then interdict and pirate that ship far from the law's eyes.

However, the wanted NPC that converge on our ships when we stack missions are lightning fast with repairs, if i may say so.
Yep... wake following is the persistance mechanism (which is why it sucks that following low-wakes to destinations is broken[1] :/)

[1] Just realised this one is probably little-known... if you're following a ship in supercruise, and it drops at a station, the wake appears (for the usual scenario) 1Mm from the station (in supercruise). If you follow the wake, you drop out 1Mm from the station, but no NPC is visible (because it dropped at the station).

If you drop at the station without following the wake, persistance is lost and the NPC doesn't appear either.
 
Yes, indeed - if you scan the wake and follow them.

I meant if you let them go on their way with the high-wake, get back to supercruise yourself, and then have them show up again later.
I don't know if this has changed, but when I first tried assassinations I thought I would need a wake scanner and used to follow NPCs. They were there in the other system, but had always completely repaired. Similarly, if they high waked and I low waked, they were back in my system at 100%.
 
Yep... wake following is the persistance mechanism (which is why it sucks that following low-wakes to destinations is broken :/)

What do you mean broken? What am i missing?

I do follow low wakes to get info from the NPC that are ratting out on Pirates targeted by assassination missions
And i did dropped in (wrong) random low wake to find a wing of clean ships.
 
What do you mean broken? What am i missing?

I do follow low wakes to get info from the NPC that are ratting out on Pirates targeted by assassination missions
And i did dropped in (wrong) random low wake to find a wing of clean ships.
Yes, they are the only one that works. That's because the point of drop is the same as the wake location. Excuse my rubbish paint skills here, but it's easiest to illustrate.

I use an NPC in the below image, but regardless of whether it's an NPC or a player, if you drop out at a POI, USS, Station or similar using target lock (speed + range within 1Mm/s and 1Mm range, for most situations) , this happens:

1608633992346.png


Following wakes is the persistence mechanism for the NPC you're pursuing. If you follow the NPC wake, you drop at the wake, but the NPC drops at the station (just like a player would), so this happens:

1608634067175.png


Obviously that's useless as you're now 1,000km away from the NPC.

If you drop at the station instead of the wake, because you didn't follow the wake any NPC persistance is broken, so this happens.

1608634147104.png


What should happen is if you follow the wake, you should drop out at the station, not at the wake, and the NPC is persisted.

When you're following an NPC out for mission info, they aren't using a target lock, so they drop at the wake location, and so do you.

1608634411122.png


So as a final example... if you drop out like this:
1608634505778.png

1608634514918.png


Your low wake will be 775km from the mission target. If anyone follows that wake, they'll drop 775km away from the mission target, not at the mission target like you did. They could follow you by just dropping at the mission target instead, but if you're following an NPC, that breaks the persistence chain, so it won't be there.

NOTE: Following high wakes works fine.
NOTE 2: The only low wakes you can follow are manual drop-outs like for mission info updates, and if an NPC collides with a celestial body, as the wake and drop-out are the same location.

EDIT: I should add this to the list of "Things broken longer than the PWA, but still not fixed" :ROFLMAO:
 
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For some builds you can, sure, but I never have and wouldn't advise it. For a start, if my PP is at zero I am definitely up against another player. NPCs don't module snipe, they just get splash damage from missiles and occasional lucky shots. I have just lost half my power, and if I built well that wasn't wasted power so I am now at a disadvantage. Every extra hit could make me go boom too. Time to execute the Brave Sir Robin maneuvre!
Depends on the context of the fight- that's not something I'd do in an organised 1v1 for example and I'd want a build that go keep going til the last breath in that situation. However that's a debate for another day and I think we can agree just by virtue of having this conversation that NPCs waking out or even carrying on fighting (albeit with some modules switched off) is to be expected given what can be achieved with a bit of power prioritisation.

Back to the issue of NPCs waking out though- if you can get the power plant down to 0%, why would you not go for the FSD instead if you were worried about them jumping out?
 
Since the combat bond, and bounty boost, the NPC-s are cheating even more. Most of them have some kind of gimballed railguns (all have one at least), with the 95% accuracy, from 2000m to my small ship too while thrusting sideways randomly! Also they constantly spamming chaff, and SCB, which should make my small ships melt, but for they the heat radiator isn't visible...
Also the cheater vultures and vipers have stronger armors than for example an anaconda, or corvette! How it's possible?

I see the same while i flying with courier, or anaconda. Its funny that the railgun hit shakes the anaconda, just it does a small ship. It's really much easier to destroy a big ship (corvette, anaconda, gunship, ETC) than the cheater vultures, or other small ships like that! Both with big, or small ship.

If the NPC aim is so accurate, then why can't humans have for example gimballed railguns?
They are NPCS, if they don't have that they get steamrolled by humans in engineered ships. Also, if you get G1 Engineering on any ship, they become absolutely useless.
I propose Fdev actually buff Elite NPCs and nerf Harmless and make the progression more steep.
 
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