Newcomer / Intro Targeting Subsystems

Hello :)
I got a couple of questions about subsystems that's been bugging me for a while, if someone would be kind enough to shed a light on them.

1- What's the best way to destroy them? I usually use pulse lasers and multicannons, and I tend to destroy the craft way sooner than I destroy the FSD. Even bigger ships like the Clipper go down faster than it's subsystems.

2- Destroying the FSD or the Power Plant blows the ship itself? Killing the Life Support kills the pilot after some time?
 
Hi!

1- What's the best way to destroy them? I usually use pulse lasers and multicannons, and I tend to destroy the craft way sooner than I destroy the FSD. Even bigger ships like the Clipper go down faster than it's subsystems.
I tend to only really go for subsystems on larger ships like the Anaconda. Smaller ships go down much quicker. In my experience, the thrusters go down most easily, and disabling them gives you time to take out the other subsystems - the target can't boost, maneuver or accelerate to activate their FSD.

2- Destroying the FSD or the Power Plant blows the ship itself? Killing the Life Support kills the pilot after some time?
Yes, yes and yes.
 
Multi cannons are no good at hitting subsystems. I never bother with targeting them when using them. I do not consider that a disadvantage, it takes we 20 to 30 secs to select the correct one that I would prefer to spend taking out their Hull.
Imho, with full lasers, target, with full multi cannon, don't. Mixed lasers and cannons should be used by those with hotas who can fiddle with their energy distribution every 3 seconds.
 
Multi cannons are no good at hitting subsystems. I never bother with targeting them when using them. I do not consider that a disadvantage, it takes we 20 to 30 secs to select the correct one that I would prefer to spend taking out their Hull.

That can't be right.
Everywhere else on this forum, you'll see people saying MC's are extremely good for targeting subsystems.

If it takes you 20-30 seconds to select the correct subsystem, I'd say it's an issue with your bindings.
I can select subsystem while manoeuvring and shooting and it takes me less than 5 seconds to have the PP or Drive on target.

A few clicks on my hat switch and it's targeted.
 

Deleted member 38366

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Imho, with full lasers, target, with full multi cannon, don't. Mixed lasers and cannons should be used by those with hotas who can fiddle with their energy distribution every 3 seconds.

Good thing I fly a HOTAS.

The only weapons that can't hit Subsystems seem to be Turrets (for all I know, they just cease firing alltogether as soon as you select any Subsystem to Target).

The rest is just a matter of accuracy.
Multicannons with a certain "spray" factor might indeed not hit your desired Subtarget when you're too far out (i.e. >500m Range), but close-in they do an okay job and their lack of accuracy is more than outmatched by their rate of fire.

Still, for precision Targeting, something like a Class 2 Gimbal Beam Laser seems to yield far higher precison (and thus higher effective engagement Range), so do i.e. Class 3 Gimbal Burst Lasers.

Of course, if you're good enough and hardpoint placement on your ship permits it - fixed Energy weapons can deliver the highest precision if their prerequisites are met by the Pilot.

Railguns seem to be ideal to take down Subsystems (regardless of aspect angle the Target gives you). 2 Shots from a Class 2 Railgun usually are enough to severely cripple just about anything after the Shields are gone.

Interesting, I'll try the gimbal beam laser setup soon.

You mentioned the railgun can take out subsystems regardless of the enemy's angle, that means the railgun shot goes through the ship cleanly? :eek:
 
I don't know about the people here saying you can't hit them with multi cannons. I run 2 beam laser for shield and 2 MCs for hull (both gimbaled). From the beginning of the fight I have the power plant target (which takes 2 seconds, not the 20 someone mentioned) and the majority of encounters result in the PP blowing the ship up before it hits 10/20% hull so it's obviously working.
 
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