Hull Hardening Effects

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    I sat down this evening to get a better grasp on some of the new weapons and effects. During the course of this I decided to see what had become of my favorite missiles. It wasn't long before I realized missiles are still hull Killers of the worst sort. However I then remembered we now have ways of hardening the hull.

    I set about connecting as many punch-through hardeners as I could to a disposable target. Once finished I had about an 80% damage reduction according to the Structure tab. However when I fired a standard 10 block missile with no enhancements at my target it did the exact same amount of damage as it would have done without a single punch through hardner. I have power for the blocks (unless they are 100 ea in which case I dont think I had enough. But I see no evidence of power drain) I "think" the punch-through enhances are connected properly??? I am seeing 80% resistance in the Structure menu. But Im getting 0% effect.

    Please Help!
     

    Winterhome

    Way gayer than originally thought.
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    I sat down this evening to get a better grasp on some of the new weapons and effects. During the course of this I decided to see what had become of my favorite missiles. It wasn't long before I realized missiles are still hull Killers of the worst sort. However I then remembered we now have ways of hardening the hull.

    I set about connecting as many punch-through hardeners as I could to a disposable target. Once finished I had about an 80% damage reduction according to the Structure tab. However when I fired a standard 10 block missile with no enhancements at my target it did the exact same amount of damage as it would have done without a single punch through hardner. I have power for the blocks (unless they are 100 ea in which case I dont think I had enough. But I see no evidence of power drain) I "think" the punch-through enhances are connected properly??? I am seeing 80% resistance in the Structure menu. But Im getting 0% effect.

    Please Help!

    You have to turn the effect module's computer on in the weapons hotbar.
     

    CyberTao

    鬼佬
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    What Azerieah Said, you have to activate the effect in the hotbar, but I dont think the effect continues when you leave the ship regardless o -o

    Would need a second person to really test the Effects methinks.
     
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    yeah, it works like a gun, or a cloaker (active power drain). put it on your hotbar to activate. spawning missile pirates would probably work.
     
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    Thank you guys that's a very big help. Unfortunately it makes testing the effects almost impossible alone...
     
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    no, you can spawn pirates with missiles, and give your ship trading guild ai

    the command for spawning pirates is /initiate_wave 1 1

    the command for trading guild ai is /start_ship_ai -2
     

    Keptick

    Building masochist
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    Just activate it with logic. No need to be in the ship in that case.
     
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    let me know if these defensive systems actioly work, i've been wondering myself.
     
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    The effects do continue when you leave the ship, or did in 0.157 anyways. I haven't tried 0.159 yet, but I had built a ship, turrets, and a fighter which all had > 100% shield and armor buffs and turned the systems on in each one, and they stayed on when I got out. They do eventually turn off, but the "when" seems to be "several hours later" or something. (I had also flown it into and through a sun without taking damage, with the turrets and fighter docked to the ship)