SHips you are fighting flying around and shooting with 0% power plant or 0% hull or both.

Sure there isn't...





And video of the same thing.





But to be fair, nobody bothers to use the target info panel.
Even back in 2016 when people were whining that NPCs had unlimited shield cell banks and "did not take heat damage", nobody bothered to do some basic fact checking by using the panel.
(I also made a video on that matter: https://youtu.be/UAsmdHKvyaQ?t=69 )

Great info. Maybe one of the things we don't always think about is that npc ships aren't always maxing out their pp usage the way I'm guessing most of us do.

The thing is, npcs are always going to need a boost against players. If FDev ever did create an AI that could equal any human in a combat scenario I think they'd be doing more than just video games. There's probably a compromise between making things fair and giving some challenge. The 0% hull thing I can only see as a rounding issue (0.4% would still mean some hull is left). I've only ever seen this once and a couple more shots finished it off.
 
ohhh, now, quick, make a vid showing how the heat introducing weapons actually DO have an effect on npcs

tbh, without headtracking i see no way i can use that panel in combat.

You don't need headtracking to use it, it just helps a lot.

I don't have headtracking on my second account, which is on another PC — just fire weapons, then stop shooting for a second and take a glance at the target panel using a shortcut.
Rinse and repeat while making a mental note of module percentages in between.
 
ohhh, now, quick, make a vid showing how the heat introducing weapons actually DO have an effect on npcs

tbh, without headtracking i see no way i can use that panel in combat.

Stick pips into shields and circle in FAoff dropping their shields just far enough to make them use cells. Check their internals before and after, don't use phasing sequence.

Player v one middling NPC you are deathproof unless you go AFK, so you can do vivisection on them.
 
But to be fair, nobody bothers to use the target info panel.

i have to quote this again - i know at least that some of the youtuber are using the info panel to select subsystems, instead of scrolling through them.
the fault is probably to be found in the design of the left hand panel.

from my perspective, its overloaded and underdeveloped. hard to use in combat.
if i could, i would detach the target information page and place it in a seperate location.
also... it should be possible to see all of the targets subsystems without scrolling

on coriolis.io i can see all modules of the type10 in 4 columns even if i just use half of my screen in about the same screenspace the ingame panel uses
k61N4PC.jpg

imagine that with just the module name, the hitpoint % and the on/off status.

and really, the gunner should have that panel upfront without need to look to the side... (when he is in cockpit)
 
Well, strange things can happen, apparently. Got interdicted by a dropship and lit it up good. Pirate started to flee but I decided to run him down. He started up his FSD and I thought he'd manage to flee when he blew up at 3% hull. And left a high wake. But also wreck bits and right enough, I got my bounty, too. Seems Pirates can now jump away, even without their ship intact.
 
Better off targeting sensors, they'll also have to reboot to get them back online. Personally I just obliterate them, am not doing piracy.

Sensors haven't been a selectable module since early 2015. They removed it from the list back in the days before there was a reboot/repair (added in 1.2) because losing sensors at that time meant a ship loss (impossible to request docking permission) and it was becoming a popular target.

The module hit box is still there, but trying to shoot it out with no location indicator or feedback is generally not practical.

So if you turn the pp off everything still works?

0% PP, assuming you haven't been destroyed, means a critical malfunction that sends you to 20% output for five seconds, after which it stabilizes at 50% output.

tbh, without headtracking i see no way i can use that panel in combat.

I don't have head tracking and I can use it the same way I use my own module pane.
 
What is this sorcery?

I have seen it too many times now to be a fluke but I have been fighting condas and taken out thier power plant and they happily carry on flying around blasting away and then it gets better you take out thier hull and they are still going?

A bug or wts is going on?

0% powerplant integrity doesn't mean 0% power output. It's just reduced to 40% output (or something like that), which is why they are still blasting and all that. Keep shooting a 0% powerplant and you have a chance of critical failure making the ship go boom ^^
 
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