YEP
I go solo in high CZ in my engineered Krait 2 from time to time. It has 3 MCs (Corrosive, plus 2 Incendiary) and 2 Cascade Rails. My regular TTK of Anacondas, or Vettes is faster then targetting modules, because:When fighting harmless NPC at a nav point, no - there is no point indeed to target the subsystems.
But if you go in a High CZ or in a Pirate Threat or take a Wing kill Pirate Lord mission you will meet engineered ships with multiple hrp/mrp
Targeting the PP means a way faster kill because after PP gets to 0 integrity, further damage taken by PP (any damage, even from collisions) can mean that PP has a chance to explode, killing the ship no matter how much hull it has left.
It is especially useful when fighting alliance ships, fed ships or Cutters in a high CZ. Those have a ton of hullpoints.
Not sure what you mean by "organic PVP". It's hard to believe that someone who you have big upperhand over in a fight wouldn't wake loooong before you start killing it's modules, and best PVP ship builds usually don't have anything to wreck modules reliably, as most people run PAs, and Rails are great at killing modules, but not very quick at it. If we talk about ganking newbies who run unengineered ships, with D-C rated modules, no PDs, and don't know how to break the lock, if we talk missiles, then maybe yes, but it's extremely niche application of a weapon system, simply not viable in 99% of regular combat situations.In organic PVP, if you're trying to get a kill, you definitely need to be targeting the drives and/or FSD to prevent the target from high waking if the fight starts going against them. People routinely high wake if they have the chance, and if you don't disable their drives and/or FSD, that's exactly what they're going to do, unless it's some arranged "to the death" duel or otherwise.
and there you are. Works pretty good. I run beams and hammers.
You don't waste time to get into position to melt it.
The only one really worth targeting is the power plant.
Reducing the power plant to 0 stops the ship completely. Renders it completely useless.Not if anyone has ample free power as it only reduces it by 50%. Now the FSD and Engines on the other hand...
Reducing the power plant to 0 stops the ship completely. Renders it completely useless.
Taking out someone’s FSD will keep them from escaping. Useful for Pirate Lords or bounty hunting, CZ, etc. If they get away you have to fight them again and/or they don’t count for mission kills.
externals are not less vulnerable than internals. it depends on the weapon used.
edit: granted drives are pretty vulnerable to all weapons if hit.
MRPs only apply half their protection to external modules.But they're less vunerable to certain weapons types? That makes no sense to me, something on the outside is surely affected by everything?
That makes sense but the other chap said that externals are not affected by all the weapon types. That's the crux of what makes no sense to me, if something is outside the ship how can it be less affected by a weapon type that can affect something internal?MRPs only apply half their protection to external modules.
They are more vulnerable to splash damage also, because they aren't protected by the hull (explosive).
That's why hull tanks generally lose against missile builds.
Not because they die, but because they have no weapons after some missile hits.
Never heard about that, only that external modules are more vulnerable to explosives.That makes sense but the other chap said that externals are not affected by all the weapon types. That's the crux of what makes no sense to me, if something is outside the ship how can it be less affected by a weapon type that can affect something internal?
Mm, when was the last time you fought something?The power plant stops the ship completely, and will make them blow up long before the hull hits 0. It also tends to be much easier to take out with the right weapons
Well Rekurzion said "modules are separated into internal and external with weapons having 4 damage types (laser, kinetic, explosive, absolute). external modules can only be damaged with explosive and absolute. internals can be damaged with any damage type"Never heard about that, only that external modules are more vulnerable to explosives.
Reducing the power plant to 0 stops the ship completely. Renders it completely useless.