Target FSD
I dumped 70 heat seekers into an anaconda yesterday with FSD targeted. The anaconda exploded. The FSD was at 100%.
The AI ships in PVE ALWAYS uses high wake jumps and never, ever tries to go into supercruise.
Yup, not only do they highwake, they even fly evasive and fit HRPs and MRPs...So basically the NPCs are cleverer than the average player! They got gud!
Yup, not only do they highwake, they even fly evasive and fit HRPs and MRPs...
Sorry, that doesn't make any sense. If they should follow the same rules as players, why should they only low wake?I agree with this. NPCs should follow the same rules as players in what regards escaping. Mission targets should only low wake. NPCs should be affected by damaged modules. damage thrusters should reduce their speed and ability to boost (like max pips assigned. 3 pips max at 75%, 2 pips max at 50%, 1 pip max at 25%, 0 pips at 5% or below)
FSD module should also delay or even malfunction if damaged, and be affected by mass lock.
Same here. What's even stranger, when I didn't manage to destroy them before they high wake, they almost always retain their damage. Regardless if I am meeting them in the same system or if I follow their wake. I believe that it's just buggy and only works half the time.Strange... Sometimes I wonder if everyone is playing the same game...
I've taken down many mission target NPCs (wing assassination, simple assassination), FDLs, vettes, condas, you name it, and I always manage to destroy them before they can high wake...
And I'm in a Vulture.
@OP maybe check your weapons and eventually engineer them.
You should be able to take them down even faster in a combat fitted Anaconda.
Makes sense.FSD is an internal module. Missiles don't penetrate well (unless engineered to do so). Use missiles against external modules.
Never seen them retain damage. Seems they respawn instead of continue in SC. I interdicted a FdL that became a Cobra once in normal space. If I go to the mission target again, new ship is there even if it was 1K Ls behind me in SC. It could have anywhere between 1 to 3 wingmen, inconsistently.Same here. What's even stranger, when I didn't manage to destroy them before they high wake, they almost always retain their damage. Regardless if I am meeting them in the same system or if I follow their wake. I believe that it's just buggy and only works half the time.
Think he means that a ship at 2% should have lost some abilities. They seem at full strength until they pop if you dont module snipe.Sorry, that doesn't make any sense. If they should follow the same rules as players, why should they only low wake?
Plenty of people reported that NPCs retain damage, so I am pretty sure I'm not imagining things.Never seen them retain damage. Seems they respawn instead of continue in SC. I interdicted a FdL that became a Cobra once in normal space. If I go to the mission target again, new ship is there even if it was 1K Ls behind me in SC. It could have anywhere between 1 to 3 wingmen, inconsistently.
The claim that NPCs cheat is as old as the forums and yet nobody managed to catch it on video...Think he means that a ship at 2% should have lost some abilities. They seem at full strength until they pop if you dont module snipe.
Default target when cycling through targets is hull, correct? And NPCs target our modules, correct?
The AI ships in PVE ALWAYS uses high wake jumps and never, ever tries to go into supercruise.
They aren't at all consistent, maybe that's to mimic human behavior. I have overwhelming firepower on my Vette, but when the Pirate Lord (Vette) decides to highwake before his shields drop, there's not much I can do to stop him. That happens about 1/10 battles with Pirate Lords. Typically they try to highwake too late. They rarely fight to the death anymore.I have to wonder what sort of weapons people are fitting to their ships for this to be a problem, TBH.
I mean, I'm pretty dull when it comes to weapon choice; it's all efficient lasers and long-range MCs for me (mostly) and I've never really had a problem exploding anything if required.
Also, I find it a bit ironic that half the time, on here, people are moaning that they "don't have a chance" against overpowered NPCs and the rest of the time they're moaning that NPCs run away at the first sign of taking damage.
Seems pretty reasonable that, when a Bounty Hunter engages a goup of pirates, they might attempt to fight but then run away when they realise they aren't going to win.
Surely it's up to the BHer to ensure they've got weapons fitted which are capable of destroying targets before they can escape?
Sure, it'd be nice if FDev sorted out the issues with persistence and it'd be nice if mission-targets were persistent too but it's perfectly possible to deal with these scenarios using the tools we have available to us.
Target FSD
Yup, not only do they highwake, they even fly evasive and fit HRPs and MRPs...
OP: take out the FSD with rails (or Multis or bursts) and they will never flee again. Or the drives.
I had one drop into a CNB at 17% once. Only time I ever saw an NPC enter a site already damaged (in Solo).Plenty of people reported that NPCs retain damage, so I am pretty sure I'm not imagining things.
This ^They aren't at all consistent, maybe that's to mimic human behavior. I have overwhelming firepower on my Vette, but when the Pirate Lord (Vette) decides to highwake before his shields drop, there's not much I can do to stop him. That happens about 1/10 battles with Pirate Lords. Typically they try to highwake too late. They rarely fight to the death anymore.