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PureMurder
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Posted - 2010.12.19 05:56:00 -
[1]
If we could have the ability to optionally make the top half of our module icon overload and the bottom half regular usage (or just expand the area that makes it overload) that would be pretty cool.
Or when we get our hotkeys(tm) add an overload mod hotkey. :)
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PureMurder
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Posted - 2010.12.19 06:07:00 -
[2]
I support my idea. :)
If I need to get rid of the hotkeys thing to make this float, that's fine.
Also, the 5min posting rule shouldn't apply to people immediately after they write an OP in this forum.
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Cattegirn
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Posted - 2010.12.19 06:28:00 -
[3]
Easier to click, and easier to tell the thing is turned on. Slightly greener green just doesn't do it. Make it change orange or something more obvious. Cheap Low Budget Corp Startup Service - 5m isk gets you 150 member limit and Ethnic Relations Level 4. References available, contact via Evemail pls. |
Tiger's Spirit
Caldari
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Posted - 2010.12.19 07:15:00 -
[4]
Originally by: PureMurder If we could have the ability to optionally make the top half of our module icon overload and the bottom half regular usage (or just expand the area that makes it overload) that would be pretty cool.
Or when we get our hotkeys(tm) add an overload mod hotkey. :)
I dont know CCP why changed ~1 year ago the old shift+click method, which is turned on the modules with overheat. Need bring back.
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Jakub Trokowski
Archaic Order
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Posted - 2010.12.19 10:50:00 -
[5]
I've never missed the overload button, but I agree- it'll be a lot easier to click on bigger button. Supported.
Smile, always! ;) |
Adunh Slavy
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Posted - 2010.12.19 11:07:00 -
[6]
Originally by: Tiger's Spirit
I dont know CCP why changed ~1 year ago the old shift+click method, which is turned on the modules with overheat. Need bring back.
Yeah, in the heat of the moment, no puns intended, trying to find some tiny little thing is a pain. Shift click was just fine.
The Real Space Initiative - V7
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.12.19 11:09:00 -
[7]
Heat UI could definitely do with a usability overhaul.
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Tub Chil
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Posted - 2010.12.19 11:15:00 -
[8]
Edited by: Tub Chil on 19/12/2010 11:15:17 There was suggestion to overload modules with middle mouse click, it is a great idea top half overload is too much imo supporting because aiming for green stripe is annoying as hell
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PureMurder
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Posted - 2010.12.19 19:25:00 -
[9]
Originally by: Tub Chil Edited by: Tub Chil on 19/12/2010 11:15:17 There was suggestion to overload modules with middle mouse click, it is a great idea top half overload is too much imo supporting because aiming for green stripe is annoying as hell
Yeah not too sure how to implement exactly, but ... this is more an improvement request than a specific thing.
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bluenzo
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Posted - 2010.12.19 20:01:00 -
[10]
It gets confusing sometimes in ECM ships for example. If you click the single button on the HUD to overload all mid slots ( jamming and mwd ) but don't want to actually overload the mwd you disable the mwd overload. To now turn off all the modules from overloading you can't select the same button to turn off all the mid slots from overloading. All modules need to be activated to turn them all off at once. Also takes full cycle to enable or disable visually and I have been confused especially with some short and some long cycle modules mixed together. Sorry bad punctuation and grammar.
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DUNRA Holder
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Posted - 2010.12.19 20:42:00 -
[11]
i'll agree with this one.
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wr3cks
Reliables Inc Majesta Empire
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Posted - 2010.12.20 04:10:00 -
[12]
I believe this has already been approved by the CSM.
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