erm yes.
the difference is that you can see what modules that npc has turned off to continue fighting you.
its called power management.
there is another long topic about this, but i am not entertained enough to dig it out (well, i just posted in there a few days ago)
I have yet to be able to put together a build on Coriolis that can run all of its weapons, plus shields, plus thrusters, on 50% power plant, without having g5 overcharged PP and high-grade efficient weapons and everything else E-rated. Switching off other modules is unlikely to change that.
You could also watch the video in the thread I linked to, which shows no modules being switched off. The thread also shows FDev responding and saying they're aware of the issue, rather than telling us it's working as intended. But I guess it'd been a while since I heard 'but NPCs have power priorities!', so at least I can mark that off the bingo card
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