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Is there a reason why there is a delay on your modules to deactivate after target is dead?

Author
SoapyTits
Imperial Academy
Amarr Empire
#1 - 2012-08-06 00:27:09 UTC
Yea, when the target is dead there is this innoying delay on your modules deactivating.
Zenos Ebeth
Brutor Tribe
Minmatar Republic
#2 - 2012-08-06 01:09:19 UTC
Modules work on a cycle basis , you cannot use a module that has been initiated on a target on another target before the cycle ends. Even if the target is dead you must wait until that cycle is done.

Bad posts are not welcome on these forums.  -CCP Falcon

SoapyTits
Imperial Academy
Amarr Empire
#3 - 2012-08-06 02:01:52 UTC
Zenos Ebeth wrote:
Modules work on a cycle basis , you cannot use a module that has been initiated on a target on another target before the cycle ends. Even if the target is dead you must wait until that cycle is done.


Yea but i dont see the reasoning in not being able to assign the guns to another target once the target is down, so immidiatly after that cycle your talking about is done, it starts shooting at the new target.

Also, sometimes after the target is killed by my fleet, the cycle continues like ½ a cycle (while module is red), and then is ready for targeting again. Why this delay?
Derath Ellecon
University of Caille
Gallente Federation
#4 - 2012-08-06 02:08:23 UTC
SoapyTits wrote:
Zenos Ebeth wrote:
Modules work on a cycle basis , you cannot use a module that has been initiated on a target on another target before the cycle ends. Even if the target is dead you must wait until that cycle is done.


Yea but i dont see the reasoning in not being able to assign the guns to another target once the target is down, so immidiatly after that cycle your talking about is done, it starts shooting at the new target.

Also, sometimes after the target is killed by my fleet, the cycle continues like ½ a cycle (while module is red), and then is ready for targeting again. Why this delay?


Cause its programmed that way?
SoapyTits
Imperial Academy
Amarr Empire
#5 - 2012-08-06 02:15:56 UTC  |  Edited by: SoapyTits
Derath Ellecon wrote:
SoapyTits wrote:
Zenos Ebeth wrote:
Modules work on a cycle basis , you cannot use a module that has been initiated on a target on another target before the cycle ends. Even if the target is dead you must wait until that cycle is done.


Yea but i dont see the reasoning in not being able to assign the guns to another target once the target is down, so immidiatly after that cycle your talking about is done, it starts shooting at the new target.

Also, sometimes after the target is killed by my fleet, the cycle continues like ½ a cycle (while module is red), and then is ready for targeting again. Why this delay?


Cause its programmed that way?


OMG, of course my bad my bad. -.-

Yea but what im getting at is shouldnt it be improved for better player experience in all aspects of EVE Online?

Edit: All aspects...... Well the combat part of it.
stoicfaux
#6 - 2012-08-06 02:49:58 UTC
Lag and/or the fact that the server is on a one second heart beat.

And yeah, it can be really bad, such as 1/2 to 3/4 past the expected cycle end time.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Kusum Fawn
Perkone
Caldari State
#7 - 2012-08-06 03:55:01 UTC
the module is still on a timer, if you watch carefully, the cycle doesnt always start when you hit the button, or can start half way through its cycle. the time after that it continues to be a red module but still cycling is the completion of the server side cycle even though you have stopped the client side cycle.

as to your actual idea,
target lists are a nice logical idea, but i think that it would break most of the combat.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Derath Ellecon
University of Caille
Gallente Federation
#8 - 2012-08-06 04:03:52 UTC
SoapyTits wrote:
Derath Ellecon wrote:
SoapyTits wrote:
Zenos Ebeth wrote:
Modules work on a cycle basis , you cannot use a module that has been initiated on a target on another target before the cycle ends. Even if the target is dead you must wait until that cycle is done.


Yea but i dont see the reasoning in not being able to assign the guns to another target once the target is down, so immidiatly after that cycle your talking about is done, it starts shooting at the new target.

Also, sometimes after the target is killed by my fleet, the cycle continues like ½ a cycle (while module is red), and then is ready for targeting again. Why this delay?


Cause its programmed that way?


OMG, of course my bad my bad. -.-

Yea but what im getting at is shouldnt it be improved for better player experience in all aspects of EVE Online?

Edit: All aspects...... Well the combat part of it.


Well what you seem to be asking for would be like a command queue of sorts. It goes both ways. Say you want to target next before the cycle is complete. But then while waiting you realize you in fact targeted the wrong next target. Now you have to do something to be able to back out that command.

It would seem to be a bit of a potential programming headache, for a feature that IMHO is fairly meh. Most offensive modules have a short enough cycle it's not like I'm waiting all the long.
Omnathious Deninard
University of Caille
Gallente Federation
#9 - 2012-08-06 05:44:45 UTC
Is a good question since mining lasers can be shut off before the cycle is over

If you don't follow the rules, neither will I.

Sam Koli
School of Applied Knowledge
Caldari State
#10 - 2012-08-06 09:34:55 UTC  |  Edited by: Sam Koli
It would break combat, most for high alpha ships, it would be like a instant reload.
would be great for an arty Maelstrom Twisted
Chimpy B
The Philosophy Of Two
#11 - 2012-08-06 15:13:51 UTC
It's just latency. What you see on your screen and what's going on in at the server aren't quite matched up. It's how MMOs work. Most are very good at disguising it though. When there's a lot going on in your system, the latency will be higher.

It would be quite nice to click on a module and have 1-2 seconds grace to queue the command, though, like WoW does.
Katalci
Kismesis
#12 - 2012-08-07 07:37:41 UTC
lag