Elite: Game talk

05 Oct 2018, 6:07pm
WilliamReace


I am unfamiliar with what a Coriolis link is.



Coriolis EDCD A useful site for building out ships.
05 Oct 2018, 6:13pm
WilliamReace
There's nothing to learn


Ok good luck.
05 Oct 2018, 6:13pm
WilliamReece, while I am not sure what would do that much damage to you or what effect is causing you to "lose power" it does sound like you don't have your Power priorities set up right. If your PP malfunctions for whatever reason and you don't have any priorities set, it will turn everything on your ship off. Make sure to set less essential modules and systems to 2 or 3 and keep the ones that are absolutely essential, like thrusters, at 1. Just make sure the total amount of systems set to 1 doesn't exceed 50 percent.

Someone correct me if any of that sounds off.
05 Oct 2018, 6:17pm
Vultures are notorious for power management issues as well. Looking more and more like pilot error.

When did you deploy hardpoints, Reace?
05 Oct 2018, 6:56pm
MayynaK
Kari Kerenski
MayynaKhello, is there a east way to get Chemical Manipulators




Visit Dav's Hope, an abandoned mining settlement in Hyades Sector DR-V c2-23, on planet A 5.

You'll find lots of materials, including Chem Manipulators, that will respawn on relogging to main-menu and back.

There's also databanks and some interesting logs that give some lore and background about the place.




thank u will try that tonight


By the way, the coordinates are [44.818, -31.389]. Until you scan the data point near the settlement's sign, you won't have a POI in your nav panel. Afterward you will, though, which will show up when you're within 1000ls and guide you in on future visits.
05 Oct 2018, 7:57pm
I'm inclined to agree with Phisto. Looks like power management issue.

Can you give us a load out on the priorities, William?
05 Oct 2018, 8:27pm
The likely culprit is power management. You probably are over the available power limit and need to adjust your priorities so that non-essential modules shut off first when you deploy hardpoints. This includes fuel scoops, interdictors, cargo hatch, and vehicle bays.

No human ship can one shot your power plant through the shields. Check your power priorities.
05 Oct 2018, 8:54pm
William, there is no loadout that the AI can equip that we players cannot. There is also no magical "one-shot powerplant killer" weapon or weapon mod. It really really is looking like power settings and loadout, for which the Vulture is well known.
05 Oct 2018, 9:29pm
Just going to chime in here... when your power plant takes a little damage (I forget what the cutoff is), it drops output considerably. If you're already running near the top of your power plant's maximum output (it's a vulture, you are), a phasing build could easily snipe out your powerplant since it goes through shields. Fighters can't do phasing, but another ship in the instance could. Next time a video would really help pinpoint it!
05 Oct 2018, 9:30pm
WilliamReace
Kari Kerenski Can you give us more details on your ship and its equipment? A Coriolis link would be most useful.

And when troubleshooting, always start with user-error until you've definitely ruled it out. Nine times out of ten, it is the player's own fault - no shame in that, it's how we learn and better ourselves



I am unfamiliar with what a Coriolis link is.

There's nothing to learn, except that it maybe wasn't a fighter that did fatal shot. I know for certain that there was a fighter that I was shooting at and that it had gone behind me (were talking same second here, and we were not playing chicken beforehand) right as my power went off on my ship. it's not user error. it is possible that I did not see, any other of the number of ships in the area since it was a combat zone, that took the shot which reduced my ships power to offline from undamaged.

I know for certain that the fighters being used by those master and dangerous rated ai's do more damage in a single shot than the medium guns on my vulture. (aren't the medium guns larger than the fighter itself? HAHA!)
Those ai shield boosters make them a lot tougher, and by a lot I mean, they prolly have ten times more overall shielding.
If we put in those shield boosters in our internal slots do we get 50% (or more) repair boosts out of each one? Maybe because it's ai and they get other bonuses we don't get in order to make things a challenge.

The facts I do know stand thus:

Ship: Vulture
Bi-weave 4c shield at full strength with 2.5 pips to system power
weapon power at 2.5 pips
engine power at 1 pip
no damage to any internal system
"it" hit me with 1 shot and all power was lost

After I lost power there's no way for me to know how many or what was shooting me still since I was pointed the wrong way and of course no power for radar, I figure the fighter at least kept up it's assault. Probably other ships also in the CZ locked onto the unpowered floating target.

It's been my experience thus far that I destroy their ships before I do enough dmg to any of their subs to make them go offline. And I have not once damaged a subsystem of a ship while their shields were still powered. Maybe it has to do with accuracy, and the ai beats everyone when it comes to firing a pixel at a pixel because it knows the exact center location of both.

I'm really originally asking a question, I would like to know if anyone has managed to do what the ai does?
It's happened to me more than twice in the past month, and it's literally the only reason I lose ships. They take out my power in one shot even if I have full shields. Regardless of the ship I am using or they are using. Obviously the weapon would be the primary culprit not the ship, but small or huge doesn't seem to matter. As long as the ai fires it, it's certain my ship is lost with whatever instagib sniper shot that is.


It's not possible for anyone, player or NPC, to disable your ship in one shot. Sounds like you're not familiar with and not understand what power management is.  It doesn't involve your pips.

Here's a good video tutorial on the subject:


I'm guessing everything on your ship is set to priority 1, and you're trying to deploy your hardpoints in that state, and that, in turn, is overloading your power plant (with everything trying to draw from it at once) and causing the whole system to shut down. Sorta like in your house when you draw too much electricity off one circuit and cause a circuit breaker to trip (or a fuse to blow, if your house is still wired like it's the 1930's and still has a fusebox).
05 Oct 2018, 11:45pm
Anyone here going on the distant worlds 2 expedition ? ( Given that it still goes despite the fleet carriers and updated ice worlds not coming in chapter 4 )
06 Oct 2018, 5:39am
WilliamReace
Kari Kerenski Can you give us more details on your ship and its equipment? A Coriolis link would be most useful.

And when troubleshooting, always start with user-error until you've definitely ruled it out. Nine times out of ten, it is the player's own fault - no shame in that, it's how we learn and better ourselves



I am unfamiliar with what a Coriolis link is..

I'm really originally asking a question, I would like to know if anyone has managed to do what the ai does?
It's happened to me more than twice in the past month, and it's literally the only reason I lose ships. They take out my power in one shot even if I have full shields. Regardless of the ship I am using or they are using. Obviously the weapon would be the primary culprit not the ship, but small or huge doesn't seem to matter. As long as the ai fires it, it's certain my ship is lost with whatever instagib sniper shot that is.


Engineered fighters are not a thing that I’ve seen, but the parent ship might have been. Not sure if Scramble Spectrum can take down a plant now (it works through shields), but it’ll be interesting if it can.
06 Oct 2018, 5:41am
XenizWilliamReece, while I am not sure what would do that much damage to you or what effect is causing you to "lose power" it does sound like you don't have your Power priorities set up right. If your PP malfunctions for whatever reason and you don't have any priorities set, it will turn everything on your ship off. Make sure to set less essential modules and systems to 2 or 3 and keep the ones that are absolutely essential, like thrusters, at 1. Just make sure the total amount of systems set to 1 doesn't exceed 50 percent.

Someone correct me if any of that sounds off.


I certainly am not aware of just how much power supply is lost when the power plant takes any damage, but that still leaves the fact of not having any damage for it to take because of still having active shields not depleted ones.

Tyrran AndorWilliam, there is no loadout that the AI can equip that we players cannot. There is also no magical "one-shot powerplant killer" weapon or weapon mod. It really really is looking like power settings and loadout, for which the Vulture is well known.


I am glad to hear that there is no one-shot weapon.  And I knew the vulture wouldn't have the power plant I would prefer for it's possible fitting.  Which is why I had the "power settings" or "power priorities" pre-set long before deploying any hardpoints, before even undocking.  Before even pressing "Return to surface" in the station docking ring.

Which is something I do for every ship, since the first time I started playing.  I'm sure there was a simulation about it (which must be why I didn't even consider that as a reason for citing it by some as player error).  If there isn't one now, I don't know why it would have been removed, or maybe i'm just imagining the whole simulation part.  I have however known about the "power priorities" since I started.

PhelboreJust going to chime in here... when your power plant takes a little damage (I forget what the cutoff is), it drops output considerably. If you're already running near the top of your power plant's maximum output (it's a vulture, you are), a phasing build could easily snipe out your powerplant since it goes through shields. Fighters can't do phasing, but another ship in the instance could. Next time a video would really help pinpoint it!


Yes, the vulture does run high, which is why I have 11% (i think, it might be 10 or 9) of the power used by unessential modules turned off before I head to combat with it, while leaving the stations mass lock.  That is done outside of the "power priorities" which others have already referred to.  So I have two methods here reducing the power required by my vulture before I even enter supercruise.  

There are no "insufficient power" warnings when I deploy hardpoints due to these precautions.

I suppose I'll have to look to see what the drop in output is, if it does take any damage.

Now I would like to hear about this "phasing" thing your referring to, and how that messes with the lot.  So I can figure out a way to help protect my vulture from that in the midst of combat.  

I didn't really want to get the vulture; I did want a combat specific ship to use as a frame, instead of a multi-role, and it was a less costly investment.
06 Oct 2018, 5:51am
Ozmundo Vasqualez
WilliamReace
Kari Kerenski Can you give us more details on your ship and its equipment? A Coriolis link would be most useful.

And when troubleshooting, always start with user-error until you've definitely ruled it out. Nine times out of ten, it is the player's own fault - no shame in that, it's how we learn and better ourselves




I am unfamiliar with what a Coriolis link is..

I'm really originally asking a question, I would like to know if anyone has managed to do what the ai does?
It's happened to me more than twice in the past month, and it's literally the only reason I lose ships. They take out my power in one shot even if I have full shields. Regardless of the ship I am using or they are using. Obviously the weapon would be the primary culprit not the ship, but small or huge doesn't seem to matter. As long as the ai fires it, it's certain my ship is lost with whatever instagib sniper shot that is.



Engineered fighters are not a thing that I’ve seen, but the parent ship might have been. Not sure if Scramble Spectrum can take down a plant now (it works through shields), but it’ll be interesting if it can.


Since when does Scramble Spectrum work through shields? IIRC, it only procs when shields are down.
06 Oct 2018, 5:53am
WilliamReaceNow I would like to hear about this "phasing" thing your referring to, and how that messes with the lot.  So I can figure out a way to help protect my vulture from that in the midst of combat.


Phasing Sequence is an Experimental effect that does slight damage through shields. There's no defense, but it does drop 10% of the weapon's base damage. I'm not sure if it'll do module damage, the description is unclear.

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