Newcomer / Intro Module Malfunction and Out of Power

  • I just came back from battle and just noticed that "Out of Power" happens only when I have no pips in Sys.
When in battle you need to keep at least one pip in sys most of the time to keep the ancillaries powered up.

Actually, what Maenden said. You have to keep some pips in sys, because as you take damage, the shield tries to regenerate and drains the sys capacitor, leaving no juice for the other modules that use it. Pay close attention to your distributor. :)
 
Also if an enemy ship as much as look at me with slightly bad intentions I get Module Malfunction on my weapons.
Even though I have a 4D Military Grade Module Reinforcement module installed.

I've never had these problems with my lower rated Cobra III.
How can the Chief be more under powered and under modulereinfoced than my humble Cobra with B rated power plant and no module reinforcements?

Something to think about.
The Chief maybe beefier then your Cobra 3, but it also does not pitch as fast. (around 2 degrees per second slower)
Which translates into different flight characteristics.
If you fly like most, and pitch up like an airplane to turn, you expose the top of your craft more often then the bottom to the opponent.
Nearly all the weapons on a Chief are on "top", may be the reason you see more weapon malfunctions. The cobra3 has only two weapons on top, and they are located in the nose.
 
And BTW, is the canopy of the Chieftain made of sugar candy?
If I sneeze it breaks.

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Avoid jousting. It exposes the front of the ship (cockpit) to enemy fire. The Chief is manoeuvrable and fast enough to stay close to an enemy while staying on its beam or behind it. Doesn't work with small manoeuvrable ships but they don't carry big weapons with the Vulture being the exception.
 
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