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Pre-activating modules, how now?

Author
hydraSlav
Synergy Evolved
#1 - 2014-02-03 17:09:34 UTC
When i used to play several years ago, without having any locked targets, you could activate offensive modules and click your own ship. The modules would then go into "blinky ready" state, and the moment you acquired lock on someone they would automatically activate on the target.

With Rubicon, i am unable to do this (maybe this changed earlier, but i just now started playing again). Is there some other way now? Even when i make my modules hot by having them blinky and manually lock something, it seems i have to do a second click for the modules to actually activate. Is this the norm?


Secondly, i was reading this old(er) thread, and they mention that CTRL + Leftclick is too slow Shocked
https://forums.eveonline.com/default.aspx?g=posts&t=63933&p=2
How else would you lock? Surely selecting something on overview (1st click), and then clicking the lock button on "selected item" window (2nd click) cannot be faster than a single CTRL+Click?

In the same thread i've read that overview may be delayed. Are people CTRL + Leftclicking in space? Even if overview is 1 second behind, trying to pinpoint a randomly appearing target (after decloak) in space would take at least some time. Am i missing something here?

Thank you for the answers.
Batelle
Federal Navy Academy
#2 - 2014-02-03 18:07:43 UTC
Last night I was able to click a module, get a targeting cursor, and lock by single-clicking a target, resulting in the modules activating.

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Texty
State War Academy
Caldari State
#3 - 2014-02-04 05:56:07 UTC
If you are attacking illegal targets, make sure you have changed your "safety" (the green button to the left of the HUD) to yellow or red. While it's green, it won't let you perform actions that would flag you as suspect or criminal. Leaving it green means you'll have to wait until your opponent aggresses you and create a Limited Engagement before you can do anything aggressive to him.
Tetsuo Tsukaya
Perkone
Caldari State
#4 - 2014-02-04 06:07:54 UTC
Fastest way is to hot key your module (F4 to activate scram for instance) then click target in overview.

Ctrl click is maybe "too slow" in comparison to this if you wait to get a lock before activating modules I guess.
Bienator II
madmen of the skies
#5 - 2014-02-04 19:32:17 UTC
i had the same experience. For example it happened often to me that only one of two webs activates or the point is left out if i lock targets via pre-activated modules.

In fact i gave up relying on it. I usually lock first and activate modules later since i noticed it. I also try to avoid situations where the first few seconds of the fight decide the outcome. (e.g if you don't manage to scram the target you lose)

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Inxentas Ultramar
Ultramar Independent Contracting
#6 - 2014-02-25 00:26:53 UTC  |  Edited by: Inxentas Ultramar
There is also a small bug where the thing you are trying to lock warp off just as you achieved lock. I write this one off to a small sync or graphical fluke, I could imagine lock time animations are actually handled by the client. You see the object next to your lock anchor, but it immediately dissapears and your pre-heated points dont fire. Happens a lot on pods for me, although with my fit I should not achieve lock at all if you warp it out ASAP.
Bad Messenger
Rehabilitation Clinic
#7 - 2014-02-25 12:28:21 UTC
disabling safety . pre activaiting module and control+click target may lead to unwanted events like shooting gate after releasing control button.

usually best way is to keep everything simple, lock 1st , while locking activate warp distruption module not anything else or those will go on random order and you might help enemy to escape by webbing him 1st.
Moonlit Raid
Doomheim
#8 - 2014-02-25 18:37:02 UTC
It seems intermittent for me. You are entirely right though that sometimes having a module pre-selected does not always mean it activates on first target lock.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#9 - 2014-02-26 19:18:27 UTC
I believe the rub is if you pre-activate modules, say a web and scram before locking target. If when the target locked is within activation range of the module it will activate. Otherwise it returns to its idle state.

This could be why you pre-activate the web and scram, lock a target, web activates, scram does not. You're wondering why, it's probably range to target.

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