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EVE New Citizens Q&A

 
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How do Auto-Targeting Modules work?

Author
Marcus Binchiette
Federal Vanguard
#1 - 2017-02-13 13:50:48 UTC  |  Edited by: Marcus Binchiette
How do auto-targeting modules work? I know that they give extra targets and will automatically target any hostile ships, but, what is a hostile ship?

Will they target:

1. Flashing Yellow Suspect?
2. Flashing Red Aggressors?
3. Red's Criminal below -5.0 Sec Status?
4. Aggression against other players? or
5. Aggression against yourself only?

Aka. If I've got my auto-target turned on, and weapons pre-set to fire, and a criminal or suspect lands on grid, could I accidentally start aggressing that player?
Torin Corax
Republic Military School
Minmatar Republic
#2 - 2017-02-13 18:47:28 UTC  |  Edited by: Torin Corax
Honestly, in 10 years I have never used one of these modules. Nor have I ever seen anyone else use them. Outside of logistics and/ or Ewar ships, which may benefit from having extra lockable targets ( still limited by character skills btw) I couldn't see any point in wasting a slot on something so pointless.

The auto target back function ( an Escape menu option for the character) will auto target ships that target you, however I've always maintained this should be turned off to prevent wtf CONCORD moments.

However, if you have weapons hot, and you lock someone, those weapons will fire (depending on safety selections).
Using the auto-target function to get newbies concorded was something that used to happen back when I started playing.....personally I'd never recommend using anything that automates the target selection+shooty process.

Unless you are using it as an AFK option? Which is probably a bad idea, someone will take advantage of that sooner or later, this is Eve after all.

Would be interesting to see if anyone actually uses this module? ( other than Logi/ ewar pilots perhaps).
Ralph King-Griffin
New Eden Tech Support
#3 - 2017-02-13 18:48:15 UTC
Badly, that work badly.
Shallanna Yassavi
qwertz corp
#4 - 2017-02-14 01:32:10 UTC
They might be interesting for PvE, but you will usually want the slot for things like nos (solo) or remote cap rechargers/shield boosters (group).

I do make them in small batches, and they do sell. Slowly.

A signature :o

Takh Meir'noen
24th Imperial Recon
#5 - 2017-02-14 02:00:45 UTC
While blitzing L2 missions for standings in a Retribution, I had fit an auto-targeter. When off it still increases the max targets of the hull (not skills), and when on, it targets anything that is shooting at you. I had it fit so it would keep my targets full while I murdered everything.

I was killing everything so fast that I was waiting for the cycle time to start targeting again. So I went back to just holding Control and clicking down the overview rapidly over and over.

It's not a really useful module.
Chainsaw Plankton
FaDoyToy
#6 - 2017-02-14 04:25:15 UTC
Torin Corax wrote:
Honestly, in 10 years I have never used one of these modules. Nor have I ever seen anyone else use them. Outside of logistics and/ or Ewar ships, which may benefit from having extra lockable targets ( still limited by character skills btw) I couldn't see any point in wasting a slot on something so pointless.

I fit them on most of my pve battleships, the t1 version only uses 1pg 1cpu so it can go on almost anything and give +2 targets. the t2 version is 35 cpu, but the +3 targets is nice, and not much else to put in a utility high for pve, I used to run a tractor beam but a nightmare/mach is faster than a tractor beam. Obviously not a required item as it is very easy to lock 7 targets kill some and lock 3 more, but the utility is worth more than an empty slot.

and of course for pvp almost anything would be better.

@ChainsawPlankto on twitter

Marcus Binchiette
Federal Vanguard
#7 - 2017-02-14 06:58:39 UTC  |  Edited by: Marcus Binchiette
I've done a bit of testing lately with the module. As far as I can tell so far:

1. The module works by return targeting of valid targets who target me.
2. It will not target valid targets who do not target me (whether NPC or Player)
3. It doesn't target players who target me if they are not a valid legal target.
Arthur Aihaken
CODE.d
#8 - 2017-02-15 03:58:06 UTC
And the T2 version has a 60km range. But you missed one of the most important benefits: +2 targets.

I am currently away, traveling through time and will be returning last week.

Marcus Binchiette
Federal Vanguard
#9 - 2017-02-15 15:50:44 UTC
Arthur Aihaken wrote:
And the T2 version has a 60km range. But you missed one of the most important benefits: +2 targets.


Yea, that bit I understood. But I was thinking about it's AFK potential in PvP... Such as having a Griffin orbiting the highsec gate, with Auto-targeting on, and ECM modules hot. As a way to counter ganking. The problem is that the module would only work if I am personally targeted. So it's actually quite useless.
Arthur Aihaken
CODE.d
#10 - 2017-02-16 14:25:35 UTC
Marcus Binchiette wrote:
Yea, that bit I understood. But I was thinking about it's AFK potential in PvP... Such as having a Griffin orbiting the highsec gate, with Auto-targeting on, and ECM modules hot. As a way to counter ganking. The problem is that the module would only work if I am personally targeted. So it's actually quite useless.

Yes, outside of PvE it's quite useless (and it's debatable how useful it is in PvE).

I am currently away, traveling through time and will be returning last week.

Eleonora Crendraven
Global Communications AG
#11 - 2017-02-16 17:50:17 UTC
Marcus Binchiette wrote:
I've done a bit of testing lately with the module. As far as I can tell so far:

1. The module works by return targeting of valid targets who target me.
2. It will not target valid targets who do not target me (whether NPC or Player)
3. It doesn't target players who target me if they are not a valid legal target.


Thank you. I did not use these things until now but that is good to know!

https://twitter.com/gcAG_EVE

http://eveboard.com/pilot/Eleonora_Crendraven

≡⋁≡

Tau Cabalander
Retirement Retreat
Working Stiffs
#12 - 2017-02-16 21:05:01 UTC  |  Edited by: Tau Cabalander
Auto-targeting modules are often fitted to ships, but rarely used.

You don't need to activate the module to get the target bonus.

They are quite slow at locking, one target at a time, and they will only lock targets that have aggressed you.

I often fit one to my mission ships, if I have a spare slot. I never activate it.
MadMuppet
Critical Mass Inc
#13 - 2017-02-17 20:27:30 UTC
I seem recall they are not very reliable in missions. Years ago I used one on the alt following my main in L4s to see how it went but it kept targeting an asteroid in the mission.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Gregorius Goldstein
Queens of the Drone Age
#14 - 2017-02-20 11:51:54 UTC
The best use of the auto targeting module might be +2 targets on a logi ship. ... TIE ... This Is EVE.
Marcus Binchiette
Federal Vanguard
#15 - 2017-02-20 12:25:49 UTC  |  Edited by: Marcus Binchiette
Arthur Aihaken wrote:
Marcus Binchiette wrote:
Yea, that bit I understood. But I was thinking about it's AFK potential in PvP... Such as having a Griffin orbiting the highsec gate, with Auto-targeting on, and ECM modules hot. As a way to counter ganking. The problem is that the module would only work if I am personally targeted. So it's actually quite useless.

Yes, outside of PvE it's quite useless (and it's debatable how useful it is in PvE).


I understand why it is generally not used. I was considering it's use for a specific fit for an irregular application. Wherein the intention was to have a semi-afk gatecamp. Ship on orbit and weapons hot. But in doing this I needed to fully understand how the module operates and which targets it will or will not lock.

I wasn't interested in knowing whether it is a good Idea to fit one. I'm only interested in knowing precisely how it works.