So I've been pretty tolerate of this since forever when it became an issue in the first place. some thoughts:
* player turrets automatically stop shooting as soon as current target reaches 0% hull, so we know the mechanic exists
* when player weapons reach sometimes as little as 70% health they begin to "malfunction" so how can a ship even compose an electrical connection let alone targeting
Today in an RES, a Dangerous Federal Dropship I was fighting did this "dying breath" thing. From the moment it was at 0% it continued firing it's large pulse laser for 17 shots. Luckily I'm in a Anaconda though I usually only run about 750 Mj shields. (I know it was the large, as it was coming from the center bottom of the ship and was unaffected by my chaff so was therefor fixed) Let's do some math...
A Gimballed Large Pulse delivers 18 Mj per shot. So 18x17= 306 Mj worth of damage.
A Fixed Large Pulse delivers 22 Mj per shot. So 22x17= 374 Mj worth of damage.
A Python with an A-Rated class 6 shield has 397 Mj strength. So without factoring in things like pips and thermal resistance we can assume that at the bare minimum those 17 shots after they're already dead will take down your shields or at the bare minimum cost you a shield cell/heat sink. All after they're dead.
What if your shields are already down from the fight in the first place? What if you're down to 10% hull? That's the point of this thread. It's not whining, because I've never died from this. But I have had half/all my shields taken down from this and if nothing else and for no other reason... let's play the "immersion" card. We aren't fighting Zombies, then I might expect that.
I'm pretty sure I did the math right, I'm not a math person, I took the info from coriolis.io so. Anyhow, just want to know if anyone else even cares because personally I'd love to not have this happen.
* player turrets automatically stop shooting as soon as current target reaches 0% hull, so we know the mechanic exists
* when player weapons reach sometimes as little as 70% health they begin to "malfunction" so how can a ship even compose an electrical connection let alone targeting
Today in an RES, a Dangerous Federal Dropship I was fighting did this "dying breath" thing. From the moment it was at 0% it continued firing it's large pulse laser for 17 shots. Luckily I'm in a Anaconda though I usually only run about 750 Mj shields. (I know it was the large, as it was coming from the center bottom of the ship and was unaffected by my chaff so was therefor fixed) Let's do some math...
A Gimballed Large Pulse delivers 18 Mj per shot. So 18x17= 306 Mj worth of damage.
A Fixed Large Pulse delivers 22 Mj per shot. So 22x17= 374 Mj worth of damage.
A Python with an A-Rated class 6 shield has 397 Mj strength. So without factoring in things like pips and thermal resistance we can assume that at the bare minimum those 17 shots after they're already dead will take down your shields or at the bare minimum cost you a shield cell/heat sink. All after they're dead.
What if your shields are already down from the fight in the first place? What if you're down to 10% hull? That's the point of this thread. It's not whining, because I've never died from this. But I have had half/all my shields taken down from this and if nothing else and for no other reason... let's play the "immersion" card. We aren't fighting Zombies, then I might expect that.
I'm pretty sure I did the math right, I'm not a math person, I took the info from coriolis.io so. Anyhow, just want to know if anyone else even cares because personally I'd love to not have this happen.