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Kodiak31415
An Eye For An Eye Rule of Three
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Posted - 2007.09.06 06:39:00 -
[1]
IMHO the current targeting system in eve could use some work. I know there is a huge list of things that need to get fixed and this is close to the bottom but it's something of a personal peeve of mine. What would people thing about the following changes? ('primed' means a blinking module that will activate the second you lock a valid target)
-Make the lock timer accurate. Let say you have a warp scrambler primed ready to activate once it gets a target, currently once the lock timer hits 0 the target will flash 'locked' for half a second or so, then the target will appear in the upper part of the screen. Finally about 1-1.5 seconds AFTER the timer hits zero your scram activates. This may not sound like much time but it can make the difference between getting a web/scram on a small target.
-Give us the option of turning off "lock what I click" when you prime modules. If you have your guns primed and move the camera around by clicking in space there is often a good chance of accidently clicking something you didn't want to shoot.
-Give us an option to 'abort lock', in case you do target something you don't want to shoot have mods primed
-Remove the ctrl+scroll=map function. Ctrl is a VERY important key for locking stuff, but if you accidently open the map while in a fleet fight its going to take you 3-4 minutes to close due to lag.
-Give us the option to remove ships from overview that are not in a lockable state. This applies mostly to people who have just decloaked from a jump or undocked. It's annoying to have to hold down the ctrl key and madly click away on a ship that shows up in the overview but technically "isn't there." This may be a little overboard but at least make it so the 'locking' animation doesn't display every time you try to lock an unlockable target.
-Fix the disappearing lock timer bug. Often times I will have a target halfway locked with a few seconds on the lock timer to go, only to have it disappear and have it reappear a few seconds later in my overview as a locked target.
-This one may be because I am lazy but: If you could activate range specific modules (web/scram/tractors/miners ect) on a target out of range and have them activate once they get into range that would be nice.
-Possibly make targets that you are locking appear with a lock timer next to already locked targets. In large fleet battles the only way to tell which one of the red squares you are locking is by finding the small flashy box next to their name in an overview already flooded with a bunch of information.
-Add a "target drones" function. Maybe make alt+click on a target a function that will lock one of that targets drones, if you click 5 times it will lock 5 of their drones. This would cut down on having to load drones in your overview or zooming out and hovering your mose over a ship untill the vertical list of targets appears. _______________________________ Pleese exucse any seplling erorr's in tihs psot |
Braineater
Minmatar BINFORD
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Posted - 2007.09.06 08:06:00 -
[2]
If you want to have your guns primed, but do not want to have the "anything-I-click-dies" crosshairs do the following: Activate your guns, and then click an off-grid object in your overview, such as a remote gate. You'll start locking, but it will fail. Now your guns are still primed/blinking, but you can click around freely. ______
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