Pilot Archive
Thread: Kessel: Privateers don't have auto target ability.
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Martuse
Wed Mar 09, 2005 8:43 am
#1
We Privateers should have the ability to hit the T or tab keys to target potential targets in kessel. As it stands now we cannot and it makes it extremely useless for us to go there so why bother putting it onthe list of places to go if we can't even find the targets in the first place. Both Rebels and Imps are able to target the NPC's there and have a way easier time finding targets. I find I have to wait extremely long periods of time to find a group with one or the other in itto be able to run around hunting there. That is just one of the problems I have with the many things that are not right about Privateer pilot profession. Another is the ability to call in for support, sure we have it but it is useless. The only thing it is good for is providing the target NPC's more targets to shoot at for about 1 possibly 2 minutes. You should also allow the Privateer profession to choose between droid or flight computer. Wasn't it R2D2 that fixed the Millenium Falcon in the movies? The last thing I am going to complain about is the lack of command storage capaicty in flight computers and droids. It should be higher than it currently is because some people may actually want more than 4 commands in their computers.
Calvintus
Wed Mar 09, 2005 8:50 am
#2
Just hit a to cycle the next target.....Or rebind your keymap.
Swagga
Wed Mar 09, 2005 8:58 am
#3
You can put up to 6 extreme overloads/shunts/shield front/back toggles on a lvl6 droid or flight comp. Each extreme program is 25 data units and lvl6 droids can store 150 data units. It ain't that hard 
wasj2004
Wed Mar 09, 2005 9:15 am
#4
You got a point there about the targeting thing. Even using "a" like suggested is a pain in the butt cause if im trying to target a IMPright in front of me i have to cycle through every single ship in range, rebels and allberfore it lands on the one i want. Whats funny is if I attack a IMP all the other IMPs ignore me. It should aggro all the IMPs in range. Targeting definatly needs some work.
Message Edited by wasj2004 on 03-09-2005 11:17 AM
spatuluk
Wed Mar 09, 2005 9:37 am
#5
I never bother with the cycle target thing when attacking non-agro targets, I just have target under reticule mapped. Lots less messing about, unless you have several targets in your reticule...
psikobunny
Wed Mar 09, 2005 10:33 am
#6
Remapping keys is your friend, learn to do it, learn to love it, before you begin to whinge here.
Gekok
Wed Mar 09, 2005 12:33 pm
#7
I would agree with Martuse on both the targeting and droids.
I think some of you are overly reproachful with suggestions from others these days.
IMO, any privateer pilot above 4444 should aggro either the rebels or the imps after the completeling the kill 30 reb/imp mission. If your "affiliated" with either faction, then the opposite faction should be aggro in all systems.
I like the droid recommendation also. Yeah, yeah, you can have 6 "high-end" programs. Blah! C3P0 could speak 6 million languages. The astromech/fightcomputer isn't capable of more than 6 higher end programs? All other droid technology in the galaxy grew in leaps and bounds except for the flight computers?
I think some of you are overly reproachful with suggestions from others these days.
IMO, any privateer pilot above 4444 should aggro either the rebels or the imps after the completeling the kill 30 reb/imp mission. If your "affiliated" with either faction, then the opposite faction should be aggro in all systems.
I like the droid recommendation also. Yeah, yeah, you can have 6 "high-end" programs. Blah! C3P0 could speak 6 million languages. The astromech/fightcomputer isn't capable of more than 6 higher end programs? All other droid technology in the galaxy grew in leaps and bounds except for the flight computers?
Message Edited by Gekok on 03-09-2005 02:35 PM
SheenaBrelya
Wed Mar 09, 2005 12:58 pm
#8
Kessel, as designed currently, is of great benefit to Freelance Pilots, rather than a hinderance. As it stands, you are able to attack *everything* in the system, rather than just one side or the other, and get the first shot on whatever you choose to attack since npcs do not aggro you until you hit them. The only downside is that when npcs you do not mean to attack get hit, they have a tendency to aggro you on the spot, which means picking a fight with an Advanced and spraying fire might aggro the A-Wing that gets hit by a random shot.
As for targeting, there are enough keymap and /ui options to allow for decent, though not perfect, targeting.
Target Closest Ship of Any Kind. When you are out alone, make a kill, and just want to kill something else, this is great. If any ship is within sensors range, this will catch the closest ship, hostile or not.
/ui action cycleTargetOutward | /ui action cycleTargetInward || These are slash commands, rather than standard keymaps, but you can make a one line macro, then map the macro to a key inside the keymap. These are the best way to cycle around all the targets within a couple klicks of you, especially used with Target Closest Ship of Any Kind. When you want to specifically pick on certain types of ships and leave others alone, and you want to target the closest one, use Target Closest Anything then use CycleOutward and Inward to look at contacts. Outward and Inward are based solely on distance from you, so when cycling this way it is possible to miss ships when relative distances are changing faster than you are cycling. Lastly, Outward and Inward seem to be range limited in that they will cycle through targets within a couple klicks, but will not grab long range targets.
Target Next/Previous Ship of Any Kind. These are best for scanning everything in the sensors range, mostly when you are not in a current fight and are looking for targets at range. They run off of a list, so that if you pass by the target you want, you can use the other command to go back (or forward) in the list to re-acquire it.
Target Closest Enemy Ship. The standard 'Tab' keymap is not without use, for it will typically tell you immediately if any of your nearby group members have picked a fight. If an Alliance pilot hits an Oppressor, the Opp will not show up as hostile to you, making it easier to assist if you want to.
Target Next/Previous Enemy Ship. Less useful, as you should normally have only a few hostile at a time, at most. Not useless, though, as these default 'T' and 'shift-T' keymaps are useful during something like a corvette assault to pick the correct enemy ship to attack (or to track in order to stay away from). I use them to try and quickly find the Aggressors in order take those down first when I attack the fighter escort, for example.
Target Closest Station or Capital Ship. Useful both when attempting to locate a corvette as well as during a corvette assault to quickly learn the distance between you and those turrets, and if you need to back off a little more or can safely maneuver a little closer.
Monsofo, since you're hanging around here and will probably read this....
All this has made me think of the myriad of references in Star Wars where pilots, upon spotting a group of hostiles, assign numbers to them to quickly change from one designated target to another in the middle of a dogfight. As in... when I spot that six fighter Ravager escort, I label the Ravager target 1, the first Agg target 2, and the second Agg target 3, and can then use hotkeys to change targeting to those pre-designates quickly, instead of doing my best to find fighters with Cycle keys and such.
I can immediately think of EU text references, though I haven't watched the movies recently enough to remember examples from those. Also, I believe other SW based space combat sims had support for something like this... I'm thinking XWA did.
Shona
As for targeting, there are enough keymap and /ui options to allow for decent, though not perfect, targeting.
Target Closest Ship of Any Kind. When you are out alone, make a kill, and just want to kill something else, this is great. If any ship is within sensors range, this will catch the closest ship, hostile or not.
/ui action cycleTargetOutward | /ui action cycleTargetInward || These are slash commands, rather than standard keymaps, but you can make a one line macro, then map the macro to a key inside the keymap. These are the best way to cycle around all the targets within a couple klicks of you, especially used with Target Closest Ship of Any Kind. When you want to specifically pick on certain types of ships and leave others alone, and you want to target the closest one, use Target Closest Anything then use CycleOutward and Inward to look at contacts. Outward and Inward are based solely on distance from you, so when cycling this way it is possible to miss ships when relative distances are changing faster than you are cycling. Lastly, Outward and Inward seem to be range limited in that they will cycle through targets within a couple klicks, but will not grab long range targets.
Target Next/Previous Ship of Any Kind. These are best for scanning everything in the sensors range, mostly when you are not in a current fight and are looking for targets at range. They run off of a list, so that if you pass by the target you want, you can use the other command to go back (or forward) in the list to re-acquire it.
Target Closest Enemy Ship. The standard 'Tab' keymap is not without use, for it will typically tell you immediately if any of your nearby group members have picked a fight. If an Alliance pilot hits an Oppressor, the Opp will not show up as hostile to you, making it easier to assist if you want to.
Target Next/Previous Enemy Ship. Less useful, as you should normally have only a few hostile at a time, at most. Not useless, though, as these default 'T' and 'shift-T' keymaps are useful during something like a corvette assault to pick the correct enemy ship to attack (or to track in order to stay away from). I use them to try and quickly find the Aggressors in order take those down first when I attack the fighter escort, for example.
Target Closest Station or Capital Ship. Useful both when attempting to locate a corvette as well as during a corvette assault to quickly learn the distance between you and those turrets, and if you need to back off a little more or can safely maneuver a little closer.
Monsofo, since you're hanging around here and will probably read this....
All this has made me think of the myriad of references in Star Wars where pilots, upon spotting a group of hostiles, assign numbers to them to quickly change from one designated target to another in the middle of a dogfight. As in... when I spot that six fighter Ravager escort, I label the Ravager target 1, the first Agg target 2, and the second Agg target 3, and can then use hotkeys to change targeting to those pre-designates quickly, instead of doing my best to find fighters with Cycle keys and such.
I can immediately think of EU text references, though I haven't watched the movies recently enough to remember examples from those. Also, I believe other SW based space combat sims had support for something like this... I'm thinking XWA did.
Shona
Mallecho
Wed Mar 09, 2005 7:34 pm
#9
wasj2004 wrote:You got a point there about the targeting thing. Even using "a" like suggested is a pain in the butt cause if im trying to target a IMP right in front of me i have to cycle through every single ship in range.Message Edited by wasj2004 on 03-09-2005 11:17 AM
Why don't you use the "Target Under Recticle"? That way you can target whatever is in front of you.
I don't know what the default is, if it has a default, but mine's mapped to the X key...
Saabotage
Thu Mar 10, 2005 1:06 am
#10
Just make a macro or an alias to target the specific things you want to target...
Then go to control + O, controls, keymap, custom, and remap that macro to what ever key you want. This should solve any problem you have. Just by /tar reb; and /tar imp; or maybe /tar black sun; /tar corsair; You get the idea...
I wish I had your droid programs at my disposal. I would load the bazaar with them :-P!
Calvintus
Thu Mar 10, 2005 8:23 am
#11
I agree that Kessel is a boon rather than a bane to the freelancer. The eays targets such as the Reb B-Wings, X-Wings and Y-wings drop nice loot. I just cycle through the closet target, and when it's juicy. I go for it. I tend to stay away from the backward shooting Ties....(agressor or advanced) Forget which one...so I touch neither.
Starstrider6
Thu Mar 10, 2005 8:54 am
#12
A freelancer pilot should have no problems with Cap-to-Sheild Shunt and Cap Overcharge against Aggressors in Kessel.
The Ag's come in a full speed and tend to zip off in a straight line. Target their weapon, fly straight in and blast away, hit boosters and go until you have about 900m distance. Shunt to shields as needed, let your capacitor start to recharge while you're turning into the Ag. Rinse and repeat until the gun is gone, then follow and finish.
Nice loot and great XP/Prestige points.
Martuse
Thu Mar 10, 2005 9:27 am
#13
Kessel, as designed currently, is of great benefit to Freelance Pilots, rather than a hinderance. As it stands, you are able to attack *everything* in the system, rather than just one side or the other, and get the first shot on whatever you choose to attack since npcs do not aggro you until you hit them. The only downside is that when npcs you do not mean to attack get hit, they have a tendency to aggro you on the spot, which means picking a fight with an Advanced and spraying fire might aggro the A-Wing that gets hit by a random shot.
As for targeting, there are enough keymap and /ui options to allow for decent, though not perfect, targeting.
Target Closest Ship of Any Kind. When you are out alone, make a kill, and just want to kill something else, this is great. If any ship is within sensors range, this will catch the closest ship, hostile or not.
/ui action cycleTargetOutward | /ui action cycleTargetInward || These are slash commands, rather than standard keymaps, but you can make a one line macro, then map the macro to a key inside the keymap. These are the best way to cycle around all the targets within a couple klicks of you, especially used with Target Closest Ship of Any Kind. When you want to specifically pick on certain types of ships and leave others alone, and you want to target the closest one, use Target Closest Anything then use CycleOutward and Inward to look at contacts. Outward and Inward are based solely on distance from you, so when cycling this way it is possible to miss ships when relative distances are changing faster than you are cycling. Lastly, Outward and Inward seem to be range limited in that they will cycle through targets within a couple klicks, but will not grab long range targets.
Target Next/Previous Ship of Any Kind. These are best for scanning everything in the sensors range, mostly when you are not in a current fight and are looking for targets at range. They run off of a list, so that if you pass by the target you want, you can use the other command to go back (or forward) in the list to re-acquire it.
Target Closest Enemy Ship. The standard 'Tab' keymap is not without use, for it will typically tell you immediately if any of your nearby group members have picked a fight. If an Alliance pilot hits an Oppressor, the Opp will not show up as hostile to you, making it easier to assist if you want to.
Target Next/Previous Enemy Ship. Less useful, as you should normally have only a few hostile at a time, at most. Not useless, though, as these default 'T' and 'shift-T' keymaps are useful during something like a corvette assault to pick the correct enemy ship to attack (or to track in order to stay away from). I use them to try and quickly find the Aggressors in order take those down first when I attack the fighter escort, for example.
Target Closest Station or Capital Ship. Useful both when attempting to locate a corvette as well as during a corvette assault to quickly learn the distance between you and those turrets, and if you need to back off a little more or can safely maneuver a little closer.
Monsofo, since you're hanging around here and will probably read this....
All this has made me think of the myriad of references in Star Wars where pilots, upon spotting a group of hostiles, assign numbers to them to quickly change from one designated target to another in the middle of a dogfight. As in... when I spot that six fighter Ravager escort, I label the Ravager target 1, the first Agg target 2, and the second Agg target 3, and can then use hotkeys to change targeting to those pre-designates quickly, instead of doing my best to find fighters with Cycle keys and such.
I can immediately think of EU text references, though I haven't watched the movies recently enough to remember examples from those. Also, I believe other SW based space combat sims had support for something like this... I'm thinking XWA did.
As for targeting, there are enough keymap and /ui options to allow for decent, though not perfect, targeting.
Target Closest Ship of Any Kind. When you are out alone, make a kill, and just want to kill something else, this is great. If any ship is within sensors range, this will catch the closest ship, hostile or not.
/ui action cycleTargetOutward | /ui action cycleTargetInward || These are slash commands, rather than standard keymaps, but you can make a one line macro, then map the macro to a key inside the keymap. These are the best way to cycle around all the targets within a couple klicks of you, especially used with Target Closest Ship of Any Kind. When you want to specifically pick on certain types of ships and leave others alone, and you want to target the closest one, use Target Closest Anything then use CycleOutward and Inward to look at contacts. Outward and Inward are based solely on distance from you, so when cycling this way it is possible to miss ships when relative distances are changing faster than you are cycling. Lastly, Outward and Inward seem to be range limited in that they will cycle through targets within a couple klicks, but will not grab long range targets.
Target Next/Previous Ship of Any Kind. These are best for scanning everything in the sensors range, mostly when you are not in a current fight and are looking for targets at range. They run off of a list, so that if you pass by the target you want, you can use the other command to go back (or forward) in the list to re-acquire it.
Target Closest Enemy Ship. The standard 'Tab' keymap is not without use, for it will typically tell you immediately if any of your nearby group members have picked a fight. If an Alliance pilot hits an Oppressor, the Opp will not show up as hostile to you, making it easier to assist if you want to.
Target Next/Previous Enemy Ship. Less useful, as you should normally have only a few hostile at a time, at most. Not useless, though, as these default 'T' and 'shift-T' keymaps are useful during something like a corvette assault to pick the correct enemy ship to attack (or to track in order to stay away from). I use them to try and quickly find the Aggressors in order take those down first when I attack the fighter escort, for example.
Target Closest Station or Capital Ship. Useful both when attempting to locate a corvette as well as during a corvette assault to quickly learn the distance between you and those turrets, and if you need to back off a little more or can safely maneuver a little closer.
Monsofo, since you're hanging around here and will probably read this....
All this has made me think of the myriad of references in Star Wars where pilots, upon spotting a group of hostiles, assign numbers to them to quickly change from one designated target to another in the middle of a dogfight. As in... when I spot that six fighter Ravager escort, I label the Ravager target 1, the first Agg target 2, and the second Agg target 3, and can then use hotkeys to change targeting to those pre-designates quickly, instead of doing my best to find fighters with Cycle keys and such.
I can immediately think of EU text references, though I haven't watched the movies recently enough to remember examples from those. Also, I believe other SW based space combat sims had support for something like this... I'm thinking XWA did.
ok first off when I go to kessel I cannot target ANYTHING, NOTHING AT ALL.
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