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Lego Maniac
Minmatar
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Posted - 2008.04.14 07:02:00 -
[1]
Edited by: Lego Maniac on 14/04/2008 07:03:08 for "approach" "orbit" and "keep at"
I realize that I'm probably not the first one to ask for this :)
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sg3s
Caldari O.W.N. Corp United Freemen Alliance
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Posted - 2008.04.14 09:05:00 -
[2]
Actually I have never seen someone suggesting this, always thought it was strange this wasn't possible... except for the warp in max of km, this should stay the same... as it would give too much of a tactical advantage to people that would warp in at that range, as the max targetting and firing range is km.
but all combined looks like a nice idea /signed
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Conrad Rock
Caldari Caldari Provisions
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Posted - 2008.04.14 13:56:00 -
[3]
EVERYTHING SHOULD BE APPROCHABLE |

Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.04.14 14:43:00 -
[4]
Originally by: Conrad Rock EVERYTHING SHOULD BE APPROCHABLE
This!
We have several buttons, one approach, one warp, one orbit, one keep at range... The approach, orbit, warp buttons should always work, grids are quite big and when flying something fast, you get out of approach or orbit button in a few seconds! |

sg3s
Caldari O.W.N. Corp United Freemen Alliance
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Posted - 2008.04.14 15:34:00 -
[5]
Now since someone brought it up, you're damn right, it's ******* annoying to fly arround in a ceptor and notice your target jumped away/warped w/e and only have like 7 seconds to get back to orbit something before you go out of range.
Also during fleets I do not have a problem aligning something BUT SOME PEOPLE DO. I must admit that clicking right under a gate to align for it is less than an effective way. And leaving people behind = bad very BAD.
So much for my rant.
signed again ^_^ |

Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.04.14 16:53:00 -
[6]
Aligning made easy.
I have issues with planets taking sometimes a good part of the screen and it won't let me aligne easyly. Needs some double click hammering to get to aligning through a planet! |

Buyerr
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Posted - 2008.04.14 19:41:00 -
[7]
hmm yer never seen this either, but yes you should have the abillity as well as the abillity to set a "warp to x"(with x being a number you select like you can select one range for orbit and keep at range I declare war on stupidity |

Sirius Problem
Darkness Inc. Arcane Alliance
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Posted - 2008.04.15 01:26:00 -
[8]
/signed
Damn annoying having ships with +200km optimals (snipers, ECM boats, etc) when you have to warp in at 100km
Oh yeah, and making everything "approachable" would save a lot of damn double-clicking in space.
/signed - again. ---- I am Super Cool
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JS LiamElms
Gallente Quantum Industries RAZOR Alliance
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Posted - 2008.04.15 16:13:00 -
[9]
giving those few buttons we have a little more depth would be great.... but not to warp to anything, you need a warp inpoint/signiture to gain coordinates from? and i guess at such a range computers can not pin point the precise coordinates to lock on. maybe thats why the approach orbit keys are not active outside of 160km. hmmmmm... guess you can with snipers, but then.... i can only guess if they made it dynamic (ship related) things would get more complex.
Tbh, my mine concern is having more than just one keep at range or orbit button. Would be much better tactically to have a few presets in this area.
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Staggerr
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Posted - 2008.04.15 16:16:00 -
[10]
Signed.
I don't fly my ceptor very often, but each time I do I wonder why approach is capped to 100km.
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Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.04.15 16:17:00 -
[11]
We should also be allowed to align from the overview, rather than hunting for the gate / station whatever from the main screen. Trying to locate a tiny icon on screen is a pain, especially when it blends into the background.
It amazing that CCP has yet to address this issue. Mining, Hacking and Archeology Mini Games
http://oldforums.eveonline.com/? a=topic&threadID=7463 |

Freya Selene
Delucian Defence Initiative The Church.
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Posted - 2008.04.15 16:23:00 -
[12]
/signed.
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grgjegb gergerg
Caldari School of Applied Knowledge
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Posted - 2008.04.15 19:33:00 -
[13]
Oh my yes.
When I get a 200+km probe hit on something non-warpable, it would make MWDing to it loads easier. Like scanning down abandoned drones for example. (Got 5 t2 Vespas once ).
And it make it MUCH easier to align to something, just tag a target in overview and hit approach, perfect align without hunting around and trying to pick a target out of a swarm of crap.
/signed
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Lego Maniac
Minmatar
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Posted - 2008.04.16 07:02:00 -
[14]
bump
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Rettermal
Viziam
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Posted - 2008.04.16 09:19:00 -
[15]
hell yeah...another bump and ill sign this
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Lego Maniac
Minmatar
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Posted - 2008.04.19 20:55:00 -
[16]
bottom of 5th page?? we can't have that!
pumb
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Anubis Xian
Vertigo One
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Posted - 2008.04.19 21:35:00 -
[17]
Now why didn't I think of that? |

grgjegb gergerg
Caldari School of Applied Knowledge
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Posted - 2008.04.20 08:01:00 -
[18]
Easy alignment ftw!
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Buyerr
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Posted - 2008.04.20 10:46:00 -
[19]
Originally by: JS LiamElms giving those few buttons we have a little more depth would be great.... but not to warp to anything, you need a warp inpoint/signiture to gain coordinates from? and i guess at such a range computers can not pin point the precise coordinates to lock on. maybe thats why the approach orbit keys are not active outside of 160km. hmmmmm... guess you can with snipers, but then.... i can only guess if they made it dynamic (ship related) things would get more complex.
Tbh, my mine concern is having more than just one keep at range or orbit button. Would be much better tactically to have a few presets in this area.
this is not correct neither in flof sense or irl sense. the fact that you can go to the map where you see the whole system but can't click and say warp to "here" is just stupid as hell, the game seems more like you are moving at a sea and not in space (and futher more it seems you are totally locked by teleport points and not moving freely in space) I declare war on stupidity |
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