Drag Munitions: Not working consistently?

Hey all,

So, I have a Krait Mk II with three C3 Frag Cannons - one of which has the "Drag Munitions" effect. However, despite repeatedly hitting an unshielded (cos I brought them down) FDL, it still boosts within a second or two of being hit. I can see the Drag effect being applied to my target in the lower-left target display, so why can he still boost?

Basically, the following scenario just occurred: I land a solid volley of Frag rounds on the FDL's hull, thanks to double-shot that's two Corrosive, two Drag and two normal. This takes a large bite out of his rather tough hull, as you'd expect. However, his immediate reaction to being hit, is to boost - literally within a second of being hit - aren't Drag Munitions supposed to prevent this for a few seconds? It's not working consistently.

I used Drag Munitions on my Type 10 Missile Boat too - and they work great on that ship. The Type 10 is quite sluggish compared to the Krait Mk II of course, so it benefits greatly from working Drag munitions.

To be clear: Target gets hit, Drag effect icon shown in target's display, target boosts none the less.

Drag munitions are great when they work properly. Usually, when I've tucked myself behind a target, or at least out of forward-facing weapons arc, and I'm landing solid hits, said target often tries to boost out of trouble - moving faster than I can turn to stay on target. A good tactic. Drag munitions are the tool I use to prevent this, making the kill a little easier. When a target still boosts despite the drag effect being applied, well, I wonder what's going on. Is there some legitimate counter to the Drag Munitions effect?

Scoob.
 
The effect doesn't prevent boosting, it just effectively reduces the targets manoeuvrability as if there were 0 pips in ENG.

It did prevent boosting for a little while, but it was so overpowered it was rolled back.
 
So, I have a Krait Mk II with three C3 Frag Cannons - one of which has the "Drag Munitions" effect. However, despite repeatedly hitting an unshielded (cos I brought them down) FDL, it still boosts within a second or two of being hit. I can see the Drag effect being applied to my target in the lower-left target display, so why can he still boost?

because SDC threaten FDev to gank all the noobs forever and ever until they UNFIX the drag munitions.

Long story short: Drag munitions was fixed last year, in Spring iirc, and the PVP-ers complained that this will ruin the game - simply because meta pvp combat is FA-OFF boosting whenever is necessary to change the vector. No boost, no FAOFF fun

So Drag munitions still does what is not supposed to do - act like it disables pips put in ENG

Edit: FDev was so scared they reverted Drag within a week. :)
 
because SDC threaten FDev to gank all the noobs forever and ever until they UNFIX the drag munitions.

Long story short: Drag munitions was fixed last year, in Spring iirc, and the PVP-ers complained that this will ruin the game - simply because meta pvp combat is FA-OFF boosting whenever is necessary to change the vector. No boost, no FAOFF fun

So Drag munitions still does what is not supposed to do - act like it disables pips put in ENG

Edit: FDev was so scared they reverted Drag within a week. :)
Personally I'm glad that they did because boosting is the only way NPCs get out of my sights.
 
Ah, I see. I must have read an old post on the properties of Drag Munitions. Still, they do seem very effective on my missile boat.

So, Basically, a ship might validly boost, but it's ENG capacitor won't recharge for the five or so seconds the effect is active? If I has a generous ENG capacity it may boost twice, or maybe not at all if less generous. I guess it'll be generally slower when not boosting and far less manoeuvrable too.

Cool, thanks for clearing that up!

Scoob.
 
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