Key binding for kill warrant scanner

This would be really useful.

Especially just a short while ago when I tried to scan a poor chap in an eagle a clean record that belonged to the local faction. His shields were out and hull in bits. I vapourised him and all his mates got upset.

I appreciate it was my fault for not cycling back through the fire groups after the last kill but its made me now take the kill scanner off and abandone the feature.

Surely this could be assigned a key? I have a key to turn the headlights on! Also heat sink launcher is more relavent than lights and can be assigned.
 
This would be really useful.

Especially just a short while ago when I tried to scan a poor chap in an eagle a clean record that belonged to the local faction. His shields were out and hull in bits. I vapourised him and all his mates got upset.

I appreciate it was my fault for not cycling back through the fire groups after the last kill but its made me now take the kill scanner off and abandone the feature.

Surely this could be assigned a key? I have a key to turn the headlights on! Also heat sink launcher is more relavent than lights and can be assigned.
Adding a keybind for this and also making it a toggle so you didn't have to cramp your thumb when hunting bounties would both be very nice. They're usability fixes though, so expect a whole bunch of people to roll through here complaining about kids today.

Also, good job on the Iran-Contra affair.
 
This would be really useful.

Especially just a short while ago when I tried to scan a poor chap in an eagle a clean record that belonged to the local faction. His shields were out and hull in bits. I vapourised him and all his mates got upset.

I appreciate it was my fault for not cycling back through the fire groups after the last kill but its made me now take the kill scanner off and abandone the feature.

Surely this could be assigned a key? I have a key to turn the headlights on! Also heat sink launcher is more relavent than lights and can be assigned.
whatever you say all your fault no change needed
 
Devs have already said no to this. They want it bound to a fire group.
Well hopefully they'll change their minds, it's incredibly clunky the way it is.
whatever you say all your fault no change needed
It has absolutely nothing to do with the example he stated, it's fiddly and awkward and it should be made more user friendly because this is 2015 and it'd be a trivial quality of life improvement.
 
I agree - with other things like chaff and SCB already bound to keys, it wouldn't be out of place for KWS to be bound too, and it would be very useful.
 
Both the kill warrant scanner and the cargo scanner should be automatic, just like the detailed surface scanner. It doesn't really make any sense that we have to bind them to a weapons group. There are better ways to "nerf" these modules than make us use them like a weapon.
 
This would be really useful.

Especially just a short while ago when I tried to scan a poor chap in an eagle a clean record that belonged to the local faction. His shields were out and hull in bits. I vapourised him and all his mates got upset.

I appreciate it was my fault for not cycling back through the fire groups after the last kill but its made me now take the kill scanner off and abandone the feature.

Surely this could be assigned a key? I have a key to turn the headlights on! Also heat sink launcher is more relavent than lights and can be assigned.


Has happened to me too.
A key binding is not a real solution.
Humans just make mistakes.
If we had a key binding we would no doubt accidentally press the wrong key.
Human errors will always happen.
 
Both the kill warrant scanner and the cargo scanner should be automatic, just like the detailed surface scanner. It doesn't really make any sense that we have to bind them to a weapons group. There are better ways to "nerf" these modules than make us use them like a weapon.

Not sure about automatic but higher classes should defnitely have shorter scan times.
 
Has happened to me too.
A key binding is not a real solution.
Humans just make mistakes.
If we had a key binding we would no doubt accidentally press the wrong key.
Human errors will always happen.

You miss the point. A mistake is relatively easy to make when the same key is used for a KWS as a beam laser, with the difference being the fire group.
I agree that when the scb and chaff have dedicated key binding the KWS shouldn't need to be in a fire group.
 
Both the kill warrant scanner and the cargo scanner should be automatic, just like the detailed surface scanner. It doesn't really make any sense that we have to bind them to a weapons group. There are better ways to "nerf" these modules than make us use them like a weapon.

Some CMDR's (me included) regard a scan as a hostile act, it should be used with caution.
 
If the devs said no what that means is they have a design in mind where you should trade off firegroup space for the KWS. I am not sure why the devs have this design, if the FDL is obviously meant to be a BH ship, in part. But I can't read their minds.

This is why I like the vulture for BH, it only has 1 set of guns, so you don't have to muck around with firegroups as you would with say 4 pulse / 1 cannon FDL.
 
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with other things like chaff and SCB already bound to keys, it wouldn't be out of place for KWS to be bound too, and it would be very useful.
I've accidentally used both chaff and SCB without meaning to (on a number of occasions) - thinking I was on a different fire group...
Hmmm didn't realise they could have key bindings. Will look at that later...

I guess it would be nice if the same could apply for the KWS - could help reduce the chance of an accidental friendly-fire.
 
If the devs said no what that means is they have a design in mind where you should trade off firegroup space for the KWS. I am not sure why the devs have this design, if the FDL is obviously meant to be a BH ship, in part. But I can't read their minds.

This is why I like the vulture for BH, it only has 1 set of guns, so you don't have to muck around with firegroups as you would with say 4 pulse / 1 cannon FDL.

I always used separate fire buttons on the vulture, one for the beam and one for the cannon. Second fire group swapped the cannon for the kws, this became my default fire group while looking for targets in a RES, so I'd scan the target while taking his shields down then switch fire group to have the cannon available for anything bigger than a cobra.
 
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Well hopefully they'll change their minds, it's incredibly clunky the way it is.

I think it's intended to be that way... same as they've already refused to give us a third fire button and a bunch of other hotkeys etc. There's a theory that it is the way it is because it has to be compatible with xbox controllers too, which are much more limited.
 
A way to work around this is to create different fire groups, and have a button on your joystick or mouse act as a switch between the various fire groups.

My set up:
Fire group 1-lasers
Fire group 2- cannons
Fire Group 3- scanner

It takes a split second to switch between them...I also have two fire buttons so that within my groups they split between both buttons
 
A way to work around this is to create different fire groups, and have a button on your joystick or mouse act as a switch between the various fire groups.

My set up:
Fire group 1-lasers
Fire group 2- cannons
Fire Group 3- scanner

It takes a split second to switch between them...I also have two fire buttons so that within my groups they split between both buttons

I do something similar.. group 1 is lasers on fire 1 and multicannons on fire 2, group 2 is Wake scanner and Interdictor on fire 1, KWS and discovery scanner on fire 2.
 
I find it best to have KWS set to the secondary fire button on all the firegroups and not assign any other weapons to secondary.
Firegroup 1 -- lasers set to primary button - KWS set to secondary button.
Firegroup 2 -- MC's (or whatever) set to primary. KWS set to secondary.
Very unlikely then to press the wrong fire button when you wish to scan, as you are only using the secondary button to scan and nothing else.
 
Using a program like voice attack you can get around procedural in game stuff like having to have these utility hardpoints, power adjustments while in supercruise and a few other thing I've noted while watching others use them.
 
Just put lasers+KWS in fire group 1, and lasers+kinetics in fire group 2. You'll probably finish the KWS before you take down the shields and want to switch to kinetics.
 
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