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Player Features and Ideas Discussion

 
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[UI] Weapon reactivation after kill

Author
Kadazer
The Scope
Gallente Federation
#1 - 2014-01-03 13:43:00 UTC
Why do I have to wait until the current cycle of the weapon has ended when it just killed a ship before I can reactivate the weapon on another ship. This is just bad UI behaviour. It would save a lot of time if this would be changed.
Vesan Terakol
Trollgrin Sadface
Dark Taboo
#2 - 2014-01-03 14:51:05 UTC  |  Edited by: Vesan Terakol
When your weapon has killed something, it has fired, therefore you're waiting the re-fire delay.
Alternatively, there is the server tick response delay, which is just how the game works - it takes a second to update the behaviour of your module - not much to be done about that.
Kadazer
The Scope
Gallente Federation
#3 - 2014-01-03 15:14:24 UTC
Vesan Terakol wrote:
When your weapon has killed something, it has fired, therefore you're waiting the re-fire delay.
Alternatively, there is the server tick response delay, which is just how the game works - it takes a second to update the behaviour of your module - not much to be done about that.


When I have a fire rate of 12s I have to wait 12s before I can reassign the weapon after the killing shot. That does not make sense. I want to reassign it directly after the killing blow and the weapon should continue to fire at the new target after it has ended its current cycle.
Felsusguy
Panopticon Engineering
#4 - 2014-01-03 15:22:07 UTC
Kadazer wrote:
Vesan Terakol wrote:
When your weapon has killed something, it has fired, therefore you're waiting the re-fire delay.
Alternatively, there is the server tick response delay, which is just how the game works - it takes a second to update the behaviour of your module - not much to be done about that.


When I have a fire rate of 12s I have to wait 12s before I can reassign the weapon after the killing shot. That does not make sense. I want to reassign it directly after the killing blow and the weapon should continue to fire at the new target after it has ended its current cycle.

In other words, you want to assign a turret even if the turret isn't ready to fire?

Is it really that big of an issue? Just be patient. Assign the turret when it's ready. The turret will fire when the turret is ready. You can't force things on the little guys. They need time to adjust, to find their place in the world, you know?

The Caldari put business before pleasure. The Gallente put business in pleasure.

Batelle
Federal Navy Academy
#5 - 2014-01-03 16:05:20 UTC
Kadazer wrote:
Vesan Terakol wrote:
When your weapon has killed something, it has fired, therefore you're waiting the re-fire delay.
Alternatively, there is the server tick response delay, which is just how the game works - it takes a second to update the behaviour of your module - not much to be done about that.


When I have a fire rate of 12s I have to wait 12s before I can reassign the weapon after the killing shot. That does not make sense. I want to reassign it directly after the killing blow and the weapon should continue to fire at the new target after it has ended its current cycle.



Yeah, it would be nice if i didn't lose a flat 2s every target. Its slightly more annoying with gurista ships, where you're using the drones for the finishing blow while you soften targets with the launchers to avoid wasting too many volleys.

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Never forget.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#6 - 2014-01-03 16:52:21 UTC
Felsusguy wrote:
In other words, you want to assign a turret even if the turret isn't ready to fire?


Well, we already have turrets assigned when they aren't ready to fire... otherwise, we'd have to click on the weapon each time (ie, no auto repeat).
Basically, he wants to be able to queue another target so the autorepeat keeps functioning without delay.

I see no problem with this.

+1
TehCloud
Guardians of the Dodixie
#7 - 2014-01-03 17:19:25 UTC
Useless, better let the devs work on actual problems not "oh it costs me 2 seconds to do this, i want someone to change my diapers mommy"

My Condor costs less than that module!

Felsusguy
Panopticon Engineering
#8 - 2014-01-03 17:42:58 UTC
Verity Sovereign wrote:
Well, we already have turrets assigned when they aren't ready to fire... otherwise, we'd have to click on the weapon each time (ie, no auto repeat).

Incorrect. The target is not unassigned after firing, therefore it does not need to be reassigned.

Also, this might seem simple, but similarly to logging off of a character without logging off of an account, it could actually be very complicated to do and not be worth the hassle. As it stands, we must activate and assign a targeted module at the same time, and it might be very difficult to implement a system where this isn't true.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Nevyn Auscent
Broke Sauce
#9 - 2014-01-03 17:50:41 UTC
TehCloud wrote:
Useless, better let the devs work on actual problems not "oh it costs me 2 seconds to do this, i want someone to change my diapers mommy"

Actually this is a serious issue, that applies to all modules. In that we have no command queue. So things that are supposedly 'instant' actually take several seconds due to server ticks. It takes almost as long to change laser crystals as reload hybrids due to server ticks for example. Which means the supposed 'advantage' of lasers is seriously muted.
It also means you can't tell if a command has been issued or not resulting in double click deactivations a lot of the time.

So a command queue that puts the next 'x' commands in a list and immediately activates them when appropriate is a good use of dev time as it deals with a lot of issues.
Dave Stark
#10 - 2014-01-03 17:53:45 UTC
TehCloud wrote:
Useless, better let the devs work on actual problems not "oh it costs me 2 seconds to do this, i want someone to change my diapers mommy"


i'd rather they worked on quality of life changes like this one, to be honest. making the game less tedious and uninteresting is more likely to keep my subscription rolling than telling me that they're changing the model on a ship because it's a game breaking issue that a t2 counterpart uses a different weapon system to it's t1 variant.
Unsuccessful At Everything
The Troll Bridge
#11 - 2014-01-03 18:03:46 UTC
Awwww,,,,, did someone miss out on a juicy podmail?




No. Working as intended. Learn to split guns into 2 groups.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Dave Stark
#12 - 2014-01-03 18:52:05 UTC
Unsuccessful At Everything wrote:
Awwww,,,,, did someone miss out on a juicy podmail?




No. Working as intended. Learn to split guns into 2 groups.


doesn't solve the issue.
Felsusguy
Panopticon Engineering
#13 - 2014-01-03 19:09:18 UTC
Dave Stark wrote:
Unsuccessful At Everything wrote:
Awwww,,,,, did someone miss out on a juicy podmail?




No. Working as intended. Learn to split guns into 2 groups.


doesn't solve the issue.

The issue doesn't need to be solved. It's very minor in comparison to some other issues, *cough* industry *cough*.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Seranova Farreach
Biomass Negative
#14 - 2014-01-03 19:16:41 UTC
Kadazer wrote:
Vesan Terakol wrote:
When your weapon has killed something, it has fired, therefore you're waiting the re-fire delay.
Alternatively, there is the server tick response delay, which is just how the game works - it takes a second to update the behaviour of your module - not much to be done about that.


When I have a fire rate of 12s I have to wait 12s before I can reassign the weapon after the killing shot. That does not make sense. I want to reassign it directly after the killing blow and the weapon should continue to fire at the new target after it has ended its current cycle.


think simply.. lets say 1400 arty.. 17 second cycle (on a machariel) fire.. 17 second wait.. fire.. the wait is the reload of another shell to then fire it. so it makes sence to me.

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Kadazer
The Scope
Gallente Federation
#15 - 2014-01-03 19:38:49 UTC
Seranova Farreach wrote:
Kadazer wrote:
Vesan Terakol wrote:
When your weapon has killed something, it has fired, therefore you're waiting the re-fire delay.
Alternatively, there is the server tick response delay, which is just how the game works - it takes a second to update the behaviour of your module - not much to be done about that.


When I have a fire rate of 12s I have to wait 12s before I can reassign the weapon after the killing shot. That does not make sense. I want to reassign it directly after the killing blow and the weapon should continue to fire at the new target after it has ended its current cycle.


think simply.. lets say 1400 arty.. 17 second cycle (on a machariel) fire.. 17 second wait.. fire.. the wait is the reload of another shell to then fire it. so it makes sence to me.


I want to just tell the command to fire on another target as soon as possible. Why should I only be able to give the command after the gun has been reloaded.
Dave Stark
#16 - 2014-01-04 11:31:40 UTC
Felsusguy wrote:
Dave Stark wrote:
Unsuccessful At Everything wrote:
Awwww,,,,, did someone miss out on a juicy podmail?




No. Working as intended. Learn to split guns into 2 groups.


doesn't solve the issue.

The issue doesn't need to be solved. It's very minor in comparison to some other issues, *cough* industry *cough*.


no, this is a more important issue than industry.
Obsidiana
Atrament Inc.
#17 - 2014-01-04 19:55:35 UTC
I agree. This is one of the things I like about lasers. In that, it already exists in the game, but for one race.
Drake Doe
88Th Tax Haven
#18 - 2014-01-04 20:00:53 UTC
What kind of sense does it make to have an instant rof increase?

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--