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Reine Jacotey
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Posted - 2009.03.07 06:41:00 -
[1]
I just recently bought this module for the first time to fit on a stealth bomber, the idea being to make attacks where the first warning is missile strikes. A corp member and I went out to test it, but whatever I tried he was still able to tell when I was attempting to lock him, and when I had a lock, in his overview. To add to the confusion, the module doesn't seem to auto-repeat its cycle, no matter the setting. Is there a bug with this module, or passive targeters in general? Am I just being an idiot and missing something obvious?
How do you effectively use passive targeters?
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Wet Ferret
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Posted - 2009.03.07 06:47:00 -
[2]
Last time I used these was a long time ago but... from what I remember you just click on the module and it'll give you a lock (still takes the usual amount of time), and they won't know about it. Were you manually locking after you activated the module?
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |

P'uck
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Posted - 2009.03.07 06:59:00 -
[3]
I don't know if there are any recent bugs around the passive targeter; but for what you want to do with it, it's pointless anyway.
The moment you'd launch a missile, your target sees a blinky red box around you in his overview. That's the clients way of saying "hey, dude... aggressive act, right there". So the only benefit you would gain from a passive targeter is the option to lock ONE target before you shoot without them noticing. I don't see too many situations in which you could make use of that.
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Ravenal
The Fated E.Y
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Posted - 2009.03.07 07:23:00 -
[4]
The correct way to use the mod is to click the passive targeter and then click your target in the overview or in space. The "no auto-repeat" is so that you can do that to another target and another target...
this saves you from the yellow blinking stuff.. but you'll go red blinking when you start shooting (after the missiles hit though).
If you stop shooting, you go back to the no blinking state even if you have that target still locked. . |

Ki Tarra
Caldari Ki Tech Industries
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Posted - 2009.03.07 09:22:00 -
[5]
Originally by: P'uck I don't see too many situations in which you could make use of that.
I only know of one: scanning a potential suicide gank target.
I don't know of any other situation where fitting a passive targeter is preferable to any other module.
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Reine Jacotey
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Posted - 2009.03.07 09:55:00 -
[6]
Thanks for the replies. I think I've got it sorted now. I knew I had to be missing something simple.
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Gypsio III
Dirty Filthy Perverts
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Posted - 2009.03.07 11:59:00 -
[7]
There is no indication that someone is in the process of locking you. Yellow box means that they have locked you, but have not aggressed. Red box means that someone has you locked and is aggressing.
So all a passive targeter does is to allow you to lock someone, but not aggress them, without them knowing. It's useful for non-aggressive mods like ship scanners. It's useless for stealth bombers, because as soon as you launch, you aggress them, and become a red box.
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Cletus Graeme
Caldari Duty.
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Posted - 2009.03.07 12:53:00 -
[8]
Originally by: Gypsio III
So all a passive targeter does is to allow you to lock someone, but not aggress them, without them knowing. It's useful for non-aggressive mods like ship scanners. It's useless for stealth bombers, because as soon as you launch, you aggress them, and become a red box.
This.
Plus add the fact that the ONLY reason you should decloak in a bomber is to shoot someone or drop a bomb, so as soon as you do it everyone is either gonna warp out out or lock you (to prevent you re-cloaking) and shoot you (as you have no tank).
It may buy you a few seconds in a roaming gang fight where there are so many ships that you might not get noticed immediately, however as soon as someone decides to lock you, it's game over. Anyway, who brings a stealthbomber to a fight like that?
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