PvP So does power plant damage mean nothing anymore?

At one time zeroing the PP was directly followed by destruction, but many patches ago it was changed to having a chance to destroy a ship. These days you have to continue firing, sometimes well beyond zero, in order to get an explosion.
 
Still matters, but overall awareness of power prioritization is increasing. Back in the day, almost no one knew anything, and people with sound power priorities were a rarity, but now it's probably the exception rather than the rule...at least for anyone who hangs around Open intentionally.

Indeed, I ran into someone with bad power priorities earlier today and was so surprised they stopped moving that I thought they disconnected on me for a second...nope, PP malfunction.

Anyway, if you drop a PP to zero integrity, they fall to 20% output, then stabilize at 50% output after five seconds. Each hit after this has a chance to pop the ship all together, but with slow cycling weapons like rails and cannon it can often take a while to prompt this.
 
It also depends on the build: if a build is so power-starved that it needs to disable the FSD to deploy hardpoints (like mine), chances are the pilot won't have the time to juggle priorities mid-fight and bring the FSD back to 1 after turning off the spent SCBs, hence they will have a harder time limping away with just Thrusters and FSD functioning (which should really be the only modules with priority 1).

On the flipside hull-tank builds usually have much more power to spare, any competent CMDR will have priorities set so that the lack of PP won't prevent them from escaping.
 
Cannot tell from experience of PvP, but on NPC they still do blow up from time to time (2.4), not always, but they do. So maybe it is either bad luck or different rule for PVP engagements
 
What i know about this, is the Poerplant at 0% health you get x% chance to blow the ship up with every following shot on the Powerplant.

x=?
 
I thought it stabilized at 40%? Has it changed recently?

40% is what it falls to (for five seconds) during a standard malfunction. After it's destroyed it falls to 20% and then stabilizes at 50% and it's been that way since PPs have been able to be destroyed without automatically destroying the ship.
 
People are setting their power priorities to Thrusters and FSD at 1, then everything else at 2+.

This is so in the event of your PP being destroyed, you can still at least move and maybe charge your FSD to jump out of there.
 
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