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Player Features and Ideas Discussion

 
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[Suggestion/UI] Modules on locked targets

Author
L4ST
Sebiestor Tribe
Minmatar Republic
#1 - 2012-01-21 14:39:40 UTC  |  Edited by: L4ST
Quite often I click a module to deactivate (as I can't know what module I activated on one target) and just then a target is unlocked. Hence I deactivate another module on another target which takes in the position of the target which I actually wanted to click. In addition to this laggy/buggy feeling it is not very intuitive to use key bindings to activate a module, but click a small icon next to the target to deactivate it.

CCP could improve the active module handling and make it less bugging by showing the key binding or at least a slot identification could appear on/next to the little module icons on a target.


Sincerely,

L4ST