Targeting sub-modules ... what's the point ?

Some sub systems should be weaker than others (it takes as many good shots to take down a pulse laser or a life support module, than it does to take down a power plant). Something seems very wrong with this...
 
Okay, so I'm taking down this Anaconda and get Shield Generator, Power Plant, Life Support and Power Distributor all down to 0% ...

The hull was still on about 17%, so I thought, with so much "essential" internal modules offline, I'd wait to see how long before the ship exploded.

After about 5 mins (both of us just floating there doing nothing), I gave up and shot the hull down to 0% and the ship explodes.

So, my question is, why bother targeting modules at all (apart from maybe FSD and Cargo Hatch for pirating) if it makes no difference ? The hull *still* needs to get to 0%.

I understand that bringing a *single* module to 0% shouldn't cause ship destruction (i.e. the PP to 0% == destruction, as was the case), but surely *3* critical modules at 0% should cause some major internal chain reaction.

What I found targeting the power plant yes it explodes but if you wait around the ship powers up and start flying around shooting at you, personally if the power plant is on 0% then it should be dead in the water, I thought FD fixed this I remember shooting the FSD to 0% just out of beta and then the ship would still FSD out kind of disappointing really.
 
Some sub systems should be weaker than others (it takes as many good shots to take down a pulse laser or a life support module, than it does to take down a power plant). Something seems very wrong with this...

Yeah, I entirely agree with this, it makes taking out weapons pretty silly.

I also noticed ships can re-power themselves up after a while, I figured they had eventually re-booted and repaired, was pretty cool.
 
Not to mention that a ship with wrecked FSD ain't goint nowhere, so that Conda you are trying to take apart won't highwake away.

You need powerplant to power the fsd. Thrusters to make you ship move fast enough to enter hyperspace which also need power from the powerplant. Jumping out is not an option unless he repairs and reboots them. Even then they may malfunction. Time would not have blown a human pilot up but an npc may blow up.

The self destruct device is linked to life support.
 
Target the power plant and continue to shoot it at 0%, ship will go boom after not too long. It's still faster than depleting the hull all the way down to 0%.
As of 1.4 this no longer works. Take a PP down to 0% and the power output is reduced to 50%. This applies to your ship as well. Only taking a ship to 0% results in an explosion or a really lucky shot.
 
You need powerplant to power the fsd. Thrusters to make you ship move fast enough to enter hyperspace which also need power from the powerplant. Jumping out is not an option unless he repairs and reboots them. Even then they may malfunction. Time would not have blown a human pilot up but an npc may blow up.

The self destruct device is linked to life support.

NPC Condas love to run away at 60-50% depending on how the combat goes, especially when a lot of police arrives. Blowing the FSD is an easy way to stop that without having to chew through the armor to get to the Powerplant. Especially if you are hunting in smaller ships.
 
If you shoot powerplant continiously after it is already at 0% ship will explode sooner or later.
Conda's powerplants are still very vulnerable and if you have a wing of conda + something against you, it is a good idea to disable conda, kill it's wingmen, and then finish conda.
Also it seems that poking 0% powerplant with beam laser (even small one) will result in explosion very fast. Beam need to be fixed, because gimbals wobble too much.
 
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Anaconda are much easier to blow up with your kinetic weapons once they stop moving, I found, so taking out PP may not be the insta-kill that it was, but is still worthwhile.

I guess for pirating you might take out FSD, drive and shield generator instead.
 
There is point:

- Power Plant: Shooting PP to 0% will make any ship stop firing and stop in space, unable to fly or shoot. After ship gets paralyzed, you can finish it off comfortably. If you keep shooting PP after it is 0%, it will blow up anyway.

- Drive: Ship loses flight control and can't FSD outta here. Drives are usually easier to hit than FSD.
 
That's not quite the case, each hit on a 0% PP still has an chance for detonation.
Right. It doesn´t make much sense to go for the PP of a Viper, Cobra and other smaller Ships but i still go for it on the bigger Ships. Very likely that i bring down an Anaconda with 10-30% Hull, while shooting its PP.
 
As of 1.4 this no longer works. Take a PP down to 0% and the power output is reduced to 50%. This applies to your ship as well. Only taking a ship to 0% results in an explosion or a really lucky shot.

Not quite true. I took down an Anaconda at 42% hull last night. FD themselves said (and apologies, I can't get the link, limited bandwidth tonight #australianlyf), taking down the PP to 0% rather than guaranteeing death, would provide a very small chance of an instant kill. Wailing on the PP even at 0% just gives you more chances.

The real problem is that prior to fixing the penetration of weapons and the damage caused to subsystems, there was no real reason to target anything besides the powerplant. Now they've reduced the impact of targeting the powerplant explicitly, and also made it harder to do damage to subsystems. As a result, there's even less reason to try targetting anything but the PP (because if you dont luck out on the insta-kill, it'll make it ballet-dance on the spot constantly coz it doesn't have full power to run systems)
 
The whole sub targets is crap in my opinion. External weapons should get damaged much more easily than internal things behind armor.
 
I've made an npc scout pop by taking out thrusters and life support and waiting 5 minutes. Of course it can take up to 25 minutes.

And an npc with no life support will generally try to flee. Most module malfunctions are pretty subtle if you aren't inside the affected ship.

If I take a Sidewinder out and gradually turn off the modules, does the ship eventually explode ?
Of course not. You will just get a frozen canopy.

External weapons should get damaged much more easily than internal things behind armor.
That's true if you manage to hit them, but they are generally the smaller target and every missed shot will instead penetrate the hull and damage internal modules.
 
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I tried to disable the chaff launcher various times as NPC tend to use chaff a lot.
No success, always ending up blowing the whole ship.
The fastest way to kill a NPC is to go for the PP or the hull directly.
 
After the armor and resistances refactor, what are the best weapons to take down the power plant and then cut open the cargo hatch?
 
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