no no no, ncp's two paralizers to 20k shield dammage to on impace, but on players... nothing, i even had the fella sit there and take 40 of my missiles...:(then i fire a minirazor that does 9.8k or whatever to shield and i see his shields drop!
It must be what Crackpunch said then. Its the same with Novas against large capital ships. The blast radius just isn't large enough to hit the shield generator. If you are set on using them you can try subtargetting the shield generator. Sometimes that will work.
It's not something that someone like Cannon can just "fix". From what little I understand, it'll take more than a bit of FLHook magic to make explosives work on large ships properly.
The issue has something to do with the fact that in order for any explosive weapon to do shield damage, the blast radius of the explosive has to cover a certain hardpoint on the ship when it explodes. I've been told that this specific hardpoint or whatever is located at the front-end of most ships (No, not the shield generator. That's in the very center of a lot of capships, anyway, so it's sometimes impossible to hit). If you want to use Paralyzers on a GB, try sub-targeting something near the front of that GB. When the missile impacts on the front of the ship, hopefully the blast radius will cover whatever point it has to hit to do shield damage.
On small ships, the blast radius of most missiles is enough to completely cover the entire vessel, so the missile's explosion hits that special point and does shield damage. On GBs, Transports, and larger ships, aim for the front.
I also hear that this is something that might be fixed in 4.86, and explosives will do proper shield damage wherever they hit. I'm crossing my fingers.
I took a look at the Starport a few minutes ago and it appears that one can fix it by increasing the shield bubble radius.
However, we don't use spherical shield bubbles, so the explosion needs to hit HpShield01 and HpMount to cause damage.
If I remember correctly, that is. No guarantees.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.