Fire at ground NPC's from ship has no effect

Ok I'm not sure if this is expected behavior, but it seems wrong.

I'm at a retrieval mission location, coming in a ASP Explorer with shock cannon and multi cannons. I can see ground NPC's at the site and opened fire, but to no effect. The NPC's neither reacted or died. When I land and disembark they then turned hostile when I approached closer.

So no blowing away ground NPC's from the safety of my ship before grabbing the booty .. seems rather a drawback to my life of Piracy-on-foot ?
 
Yeah your right, at the second attempt one of those cannon shells must have caused a scratch to appear on the NPC's suits, they turned hostile and started firing.

Those suits they wear are tougher than ships shields, I emptied a hail of around 200 rounds X4 Cannons and not a single NPC went down
 
Yeah your right, at the second attempt one of those cannon shells must have caused a scratch to appear on the NPC's suits, they turned hostile and started firing.

Those suits they wear are tougher than ships shields, I emptied a hail of around 200 rounds X4 Cannons and not a single NPC went down
The issues is targetting - AOE weapons (missiles and mines work ok), as demonstrated by a number of Youtubers. For some reason FDEV have nerfed Direct weapons from ship to ground (i.e. cannons, lasers, plasma).
 
I've exterminated a few bases now in my Dropship. All dumbfire missiles and a fixed beam laser.

The missiles DEFINITELY do the job. One hit kills through their shields and ragdolls them immediately.
The fixed beam is a bit too inaccurate (jumps around too much even when firing in place), so hitting them is a pain with it. Basically, go AOE or go home.
 
I killed ground targets both with Cytoscramblers and a small beam laser. Dumbfire missiles work, too. Multicannons do work, too, but the kinetic damage against shields sucks.
 
missiles + high capacity mod = kill, kill, kill !!!

pro ;) tip:
install at least two missile racks
create separate fire group for missiles
bind 1st rack to primary fire, 2nd to secondary fire
shoot missiles interchangeably
 
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