NPC power plant bug

In my thinking, being able to instantly change power settings n number of times per second counts as a thing you can't do.

Even if they would do that, the vast majority of modules have a boot time, so the inhuman speed will not help them much

However, i would like to have access to turreted huge weapons (they do seem to employ them) or even to be able to fly a Cobra MK4 like they do (see what i did here? 😇 )
 
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The Ai in general doesn't cheat but does things at lightspeed which would take humans milliseconds while the general casual player cant be bothered even trying. Pip management for example. I just cant be bothered playing the keyboard piano for that. I'm pretty busy with flying already. The Ai just does it on the fly.
Reverski. I can't be bothered constantly switching forward and reverse because it's such a hassle and uncomfortable. Ai does it on the fly and fully uses the broken reverse boost acceleration with its perfect pip management to illustrate what real cancer is.
 
I know for a fact they can't charge shields at zero percent. In combat zones I 100% focus on the PP especially on the Spec Ops ships because once that damned shield on the FDL/Python is down I want it to stay down. Same for the Cutters in Imperial CZs.

I would like it if power output scaled down with PP integrity though. Not necessarily perfectly linear but something more than 1% everything is fine / 0% everything is not fine. Probably some gameplay reasons that might not be ideal but it does kinda feel arcade game-like that a PP just chugs along doing it's thing while being holed until it just all of a sudden quits at exactly 0% of it left.

I had the same expectations at first though because I'm so used to power priority favoring escape vs staying in the fight that I was ticked when they kept shooting after PP failure.
I want to be able to plant snipe them better due to the fact that they sometimes have 5000 hp hulls and it takes a while to kill them.in my PvE python.
 
so apparently NPCs can still fire, charge shields, and fly fine with no power plant. can we make it so that like players some modules get disabled then when at 0% it only takes 1 or 2 shots to kill. i put 5 shots of 2 rails into its plant and it just kept on flying, shooting, charging shield the whole deal. its very annoying.
This one again...

It's not a bug. Players can do exactly the same, you just need to manage your power settings. I have fits that run shields, weapons and thrusters just fine without a PP.

Here's a video where I run (and win) a Medium CZ with a dead (0%) powerplant and dead power distributor (though that particular build won't run shields, it's still entirely doable).

EDIT: @Factabulous beat me to it. Go read my post which he linked.

Source: https://www.youtube.com/watch?v=g79QgL7_AUc
 
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The Ai in general doesn't cheat but does things at lightspeed which would take humans milliseconds while the general casual player cant be bothered even trying. Pip management for example. I just cant be bothered playing the keyboard piano for that. I'm pretty busy with flying already. The Ai just does it on the fly.
Reverski. I can't be bothered constantly switching forward and reverse because it's such a hassle and uncomfortable. Ai does it on the fly and fully uses the broken reverse boost acceleration with its perfect pip management to illustrate what real cancer is.
SJA has said that NPCs simulate human speeds when changing pips but they are better with rank. They are better with thruster control though.
 
I want to be able to plant snipe them better due to the fact that they sometimes have 5000 hp hulls and it takes a while to kill them.in my PvE python.

Super Pen rails with long range. Beams/Rails up close to tear down shield then boost, zoom, FA off flip and use the rails to hammer the PP. With super penetrator you will go through all intervening modules and land damage on the PP. Long range mod is your friend here. The micro-gimbal, convergence and reduced angular movement makes it easier to land hits on the PP from 3KM out. A mutil-cannon build up close can also shred the PP but you must be able to extend the time you can spend above or below the target and you need to be in close. Other modules will shield it from damage from other angles.

Main exception seems to be the Python. Getting it's PP from anything other than just below, even with penetrator is damned difficult and they are manic about not letting you under them. Most times with NPC Pythons I just have to brawl it out.
 
Everyone seems to have a different preference for killing power plants. To me that suggests people are out there killing them pretty effectively. Personally, cannons are my favorite. Link 2 or 3 together, possibly with a plasma for extra flavor and power plants pop like balloons.
 
so apparently NPCs can still fire, charge shields, and fly fine with no power plant. can we make it so that like players some modules get disabled then when at 0% it only takes 1 or 2 shots to kill. i put 5 shots of 2 rails into its plant and it just kept on flying, shooting, charging shield the whole deal. its very annoying.

Except that it's actually the very same thing for both NPCs and players. The difference being, that NPCs do not care for survival at all. Where a player more often than not keeps the FDS on high priority, so he can escape when things to south, the NPC disables that and a number of other things.

Watch an NPC with power plant at 0%. Some of them don't have any shield recharge any more. They have shut their shield generator down to save power. Most still have the shield generator running, merely the shield boosters are off, which is much harder to spot though.


They have also infinite missiles, infinite cell banks, infinite heat sinks... etc. well, isn't annoying is working as intended.

Just shoot players and you'll be fine.

Except that this is not true. At all. You can test that if you want to. I at some time, when experimenting with a build on an imperial courier, did that testing by accident. My setup was unable to break through the recharge of an Anacondas SCBs. But after a number of SCB uses, the NPC did not use it any more and i was able to kill it. It obviously did run out of SCB charges.

The same can easily be done with chaff. Use a gimbaled weapon, hit an NPC, watch the chaff fly. Stop attack for 20 seconds, then hit it again with. You will find that the NPC runs out of chaff after a while. Similarily, if you have enough patience, you can test their supplies of heat sinks, ammo, etc. And you will see that almost all of them do run out. The one exception: multicannon ammo. That one indeed is coded to be unlimited on NPCs. The reason behind that is that the AI has an issue, where it behaves eratically when it has an empty multicannon in the loadout. The quickfix was to give multicannons unlimited ammo. It was supposed to be fixed properly later, but that proper fix never happened.

That all being said: unless something goes -seriously- wrong, you will never see an NPC run into those limitations. (See my example above: very weird build for the Imperial Courier, which did not pack enough firepower. ) If you need so much time to kill an NPC that these limitations ever come into play, you have bigger issues than these limitations and should address those. And after killing an NPC, you usually simply fight the next one. Which indeed has full ammo supplies again, while your ammo might be depleted after killing just a few dozens of NPCs.

But really, the game has enough actual problems. We don't need to invent some more. Focus your anger on those problems of the game, which really exist.
 
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Except that it's actually the very same thing for both NPCs and players. The difference being, that NPCs do not care for survival at all. Where a player more often than not keeps the FDS on high priority, so he can escape when things to south, the NPC disables that and a number of other things.

Watch an NPC with power plant at 0%. Some of them don't have any shield recharge any more. They have shut their shield generator down to save power. Most still have the shield generator running, merely the shield boosters are off, which is much harder to spot though.




Except that this is not true. At all. You can test that if you want to. I at some time, when experimenting with a build on an imperial courier, did that testing by accident. My setup was unable to break through the recharge of an Anacondas SCBs. But after a number of SCB uses, the NPC did not use it any more and i was able to kill it. It obviously did run out of SCB charges.

The same can easily be done with chaff. Use a gimbaled weapon, hit an NPC, watch the chaff fly. Stop attack for 20 seconds, then hit it again with. You will find that the NPC runs out of chaff after a while. Similarily, if you have enough patience, you can test their supplies of heat sinks, ammo, etc. And you will see that almost all of them do run out. The one exception: multicannon ammo. That one indeed is coded to be unlimited on NPCs. The reason behind that is that the AI has an issue, where it behaves eratically when it has an empty multicannon in the loadout. The quickfix was to give multicannons unlimited ammo. It was supposed to be fixed properly later, but that proper fix never happened.

That all being said: unless something goes -seriously- wrong, you will never see an NPC run into those limitations. (See my example above: very weird build for the Imperial Courier, which did not pack enough firepower. ) If you need so much time to kill an NPC that these limitations ever come into play, you have bigger issues than these limitations and should address those. And after killing an NPC, you usually simply fight the next one. Which indeed has full ammo supplies again, while your ammo might be depleted after killing just a few dozens of NPCs.

But really, the game has enough actual problems. We don't need to invent some more. Focus your anger on those problems of the game, which really exist.
What about how it takes much more shots to overload a NPC plant. Vs players i can overload it in 1 to 2 shots maximum after it hits 0% vs NPCs it takes a minimum of 5 follow up shots (2x G3 LR/plasma slug railguns ) and an average of 7 to overload it which is usually just a hull depletion kill as opposed to overload so it may be more.
 
What about how it takes much more shots to overload a NPC plant. Vs players i can overload it in 1 to 2 shots maximum after it hits 0% vs NPCs it takes a minimum of 5 follow up shots (2x G3 LR/plasma slug railguns ) and an average of 7 to overload it which is usually just a hull depletion kill as opposed to overload so it may be more.
Either you are imagining it, or there is some other explanation. Maybe they are using Class B Armoured/Double Braced modules?
 
Beam? How is that supposed to cut through a hull and damage the PP?

Well, it does work.
As you can see below (large gimbaled beam , non-engineered) it has a breach chance between 40 and 80%, and a breach damage of about 80% of the normal damage.
Pretty neat. And because it's continuous damage, it really gets done with PP really fast

1654627849098.png
 
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