Engineers Do NPCs use engineered modules?

But Force Shell on a Cobra can't make a ship fly off because Force Shell on c1 or c2 cannons does next to nothing.

Actually it can do, especially on mediums. Its a lot less effective than on large or huge, but against small ships, you can still knock them about a bit. I do feel like they could do with a little buff, but its not too bad. Against large ships they don't seem to do anything, but there again, I wouldn't expect them to either.
 
Actually it can do, especially on mediums. Its a lot less effective than on large or huge, but against small ships, you can still knock them about a bit. I do feel like they could do with a little buff, but its not too bad. Against large ships they don't seem to do anything, but there again, I wouldn't expect them to either.

Oh, okay.

I last tested in Beta 2.2: FdL with all five force shell cannons. The 4 x medium hitting at once didn't seem to me to do much to NPC's of any size and although the c4 did give them a visible jolt, even that was disappointing.

However, perhaps I was too unobservant or hasty. It was already on my list to test again in Beta 2.2.3 ... roll on Beta!
 
I do sometimes encounter deadly or elite npc's that give me a "warning! thermal attack. gaining heat" thing. Not really a problem and I never actually even had to pop a sink because of it, but it does seem to indicate at least some engineered weapons - you should only get that warning if being hit by thermal shock.

that isn't correct. you get the same warning from an unengineered PA. (nija'd by the unbeatable truesilver!)

These warnings were introduced with 1.6/2.1. Some weapons, not just engineered ones, cause specific effects. Rail Guns cause the Impulse attack warning, where Plasma Accelerators cause a Heat warning. Those effects were always part of the weapons, but now we get specific notification from our Ship's AI of the effects.
 
If you fly heavily modded ships the difference between modded and unmodded NPCs might not be very noticeable.

That is possible. Although I have recently been trying out some ships that I have not flown before - keelback, cobra mk4 and viper mk4. They weren't engineered but were A-spec. I didn't notice anything special from the NPC I fought in them. Limited sample size though...
 
I'm rated Competent. I was approaching a station (high security) in normal space for docking, when I was two-shotted, by an Elite Vulture pirate. And my ship was a near A-spec, armored, modded Vulture as well. Three pips to shields. No weapons out, no unfriendly relations with anyone in the system.

That guy certainly had the power modifications to mount truly impressive weapons. Anyone who has experimented with Vulture builds is all too familiar with the power limitations on that ship.

I think mods are counted in the RNG algorithm for NPC encounters, just like combat ranks, and system security.

The Mistress of Minions just wanted me to pay out a million credit rebuy that day... :(
 
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I'm rated Competent. I was approaching a station (high security) in normal space for docking, when I was two-shotted, by an Elite Vulture pirate. And my ship was a near A-spec, armored, modded Vulture as well. Three pips to shields. No weapons out, no unfriendly relations with anyone in the system.

That guy certainly had the power modifications to mount truly impressive weapons. Anyone who has experimented with Vulture builds is all too familiar with the power limitations on that ship.

I think mods are counted in the RNG algorithm for NPC encounters, just like combat ranks, and system security.

The Mistress of Minions just wanted me to pay out a million credit rebuy that day... :(

I can't think of any weapon mod that would allow a vulture to 2 shot another vulture. That sounds like a bug.
 
Oh, okay.

I last tested in Beta 2.2: FdL with all five force shell cannons. The 4 x medium hitting at once didn't seem to me to do much to NPC's of any size and although the c4 did give them a visible jolt, even that was disappointing.

However, perhaps I was too unobservant or hasty. It was already on my list to test again in Beta 2.2.3 ... roll on Beta!

They don't stack if you put multiple on, so its not worth the time. Also it depends a lot on the speed and vector of the ship, as well as the mass. If its flying straight to you and you use one you'll not really see any effect. If they are flying at a flat angle to you and not so fast, you can make them spin a bit.
 
They don't stack if you put multiple on, so its not worth the time. Also it depends a lot on the speed and vector of the ship, as well as the mass. If its flying straight to you and you use one you'll not really see any effect. If they are flying at a flat angle to you and not so fast, you can make them spin a bit.

Yes, the stacking effect was either removed or made subject to an incredibly steep diminishing returns curve in Beta 2.1. But I will certainly be looking at these again in Beta 2.2.3, noting the other cannon buffs.
 
i had saw a npc with heat attack. is that from the engineers?

They wouldn't have special effects on their guns - they "only" do basic upgrades. But heat and thermal and stuff - who would know the difference and what they actually do without looking it up somewhere else. I can't even tell what all the symbols mean when effects are applied.
 
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