First off, sorry if this is in the wrong section. It’s not–directly–modding related, but it does have modding applications. Second… yeah, the title sounds funny. Entirely unintentional, I swear.
Anyhow, from what I understand of game mechanics, damage is dealt in a certain order. That is, shield -> armor ->hull. (Not counting fighters hitting from inside the shield bubble or shield-collapsing disrupter rockets).
Sometimes, though, I’ll notice that some of modded weapons will seem to bypass shield and armor, or do partial damage. Let’s see… I have a weapon that does 1600 damage at optmial distances of 1500. (it does have a minimum range of 1400 and a reload time of 18 seconds, though). It has 250/250 armor/shield penetration. During testing, I notice four occurences.
One, target is hit, and shields hold. I figure that’s normal (well, kind of).
Two, target is hit. Shields are broken, armor is stripped, and damage is done to the hull. I figure that’s also normal.
Three, target is hit and shields are drained. However, some armor still remains, albeit damaged, and some damage is applied to the hull.
Four, target is hit, and and damage is done to shields, hull, and armor. Shield and armor are still intact.
For instances three and four, I have no diea why that occurs. Is it because one shield or armor module is immediately killed, but the others are not? That’s the only reason I can think of. Which makes me wonder if there’s other applications to this. Would there be a way for a weapon with high enough penetration that completely bypasses armor and shields and does immediate hull damage?
And, for my next question, is there a way to increase attack distances for orders? Right now, the max distance for attacking fighters, frigates, or cruisers is 2000. Is there a way to increase this max parameter? I know there’s a way, for example, to increase zoom by editing a variable in the config file. Is there something similar for attack distances?