PP sniping useless now

Am I alone in noticing this? Taking out the PP used to result in the ship being unable to shoot or use thrusters once caps used up. Now it makes no difference. Take out the PP and the ship carries on as normal - shooting, flying etc until you reduce their hull down to zero as well. Seems pointless to snipe PP now.
 
Seen that too. Low ranked npcs should be dead in the water with no PP.

High ranked one should be able to use power management to limp around. On 50% power.

Makes piracy quite difficult TBH.
 
I personally think that taking out the thrusters of NPCs should bring them to a stop instead of making them float into the distance at potentially crazy speeds. Or, hatch breakers should slow the ships that are free floating down to a halt while attached.

Taking out the power plant has always seemed a bit extreme for piracy for me, and the thrusters makes a lot more sense, but leaves the target careening off into the distance, and the cargo spilling across kilometers.
 
FGSes always did this, now you can add Anacondas to that list for sure, and probably others. If it IS in fact universal, then I'm inclined to suggest that the AI have simply learned power management basics. It was about time.

edit thanks jukelo. Bah, I can move with dead PP, so should the NPCs.
 
Noticed this as well. I dropped an NPC PP down to zero and was quite surprised to see him boost turn and then open up with all guns. I did wonder how he managed to power all that with a dead PP.

Anyway, I see it's a known bug so I'll await a fix. I guess in the meantime you can still hammer that zeroed PP to pop NPC's quicker than reducing their hull.
 
Noticed this as well. I dropped an NPC PP down to zero and was quite surprised to see him boost turn and then open up with all guns. I did wonder how he managed to power all that with a dead PP.

Anyway, I see it's a known bug so I'll await a fix. I guess in the meantime you can still hammer that zeroed PP to pop NPC's quicker than reducing their hull.

To be fair though, with power management we can still keep thrusters and weapons online (depending on loadout) A Powerplant at 0% is not generating zero power. Still it looks like a bug if the NPC's are able to keep all modules running.
 
I think at 0% it is generating zero power. Otherwise what would 0% PP mean? But with reboot and repair they can come back to 1% - no problem with that. And they can still do stuff until the appropriate capacitor is empty as can I so no problem with that either. No - it is when they are fully operational, even to the extent of powering PA's and rails - with a PP shot to pieces. Not good that. Glad to see it is a known bug. Rather surprising actually - always worked well before.
 
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I always target PP, it's just force of habit from using fixed weapons (such as LR Rails) quite a lot. You still get a chance of destruction from hitting the PP at 0% don't you?
 
I think at 0% it is generating zero power. Otherwise what would 0% PP mean?

A Powerplant undergoing malfunction (at any % health) gives 40% power.

A Powerplant reduced to 0% health gives about 20% power during an initial stabilisation period, then after a few seconds gives 50% power.

It will continue to give 50% power indefinitely, without reboot/repair.

For the above reasons every careful pilot should configure their power priorities with full regard to the consequences of both 40% and 50% power.
 
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Am I alone in noticing this? Taking out the PP used to result in the ship being unable to shoot or use thrusters once caps used up. Now it makes no difference. Take out the PP and the ship carries on as normal - shooting, flying etc until you reduce their hull down to zero as well. Seems pointless to snipe PP now.

I am not experiencing this, who were you up against? how many times did it happen?
 
I take it you have never had your PP shot out.

I never have, so forgive this noob question - if PP is taken out, do you continue as normal until your distributor empties, or is it akin to when deploying hardpoints on a maxed PP and modules start powering down regardless of distributor status?
 
I am not experiencing this, who were you up against? how many times did it happen?

Take an assassination mission. You'll most likely be up against a Dangerous or Deadly Anaconda. Shoot it's PP to 0%. Guaranteed it will continue to act as normal.

I personally was undecided as to whether this is more likely to be a bug or good power priorities. However, given that's in the 'Known Issues' list it appears likely to be a bug.

Separately but linked: has anyone else noticed that the RNG destruction check upon shooting the 0% PP again appears to have been vastly reduced, ie, many more hits typically needed to kill...?
 
The latter. Just imagine your PP power output goes 100% => 20% => 50%.

If more than 50% power use is one priority one, everything goes down. If you have a group one using less than 50% of the total base power,
these modules will keep working out fine with the PP at 0%.
 
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