Targeting Modules..

Whilst attempting to sever someone from their corporeal form, I like to shoot at the power-plant. Whenever attempting to seperate someone from their Cargo, I like to shoot at their cargo hatch. Just occasionally I shoot the weapons off ships, too (too funny! - they keep threatening you nonetheless). In short, I like to shoot at specified modules in ships.

Okay. But the problem is that I don't want to try to dogfight whilst cycling through modules by pressing Y repeatedly. I have to take my eyes off the target to keep checking what i'm shooting at! I can't even Macro it, because without knowing how many modules they have I can't say how many key presses will get me to my chosen mark!

Have I missed anything, or is there no good way to target a specified module quickly?

So far. When bounty hunting I do sometimes select the chosen module in advance before attacking. However that's not always practical if you're attacked first, or when facing multiple targets etc.
 
there are keys for target next module and target previous module. I mapped both of them and they both come in useful, depending on what I want to shoot at. Usually its the FSD or PP
 
The fastest way I have found is to bind target up/down to my mousewheel. Still have to count the clicks, but it is a very efficient method.
 
I think it would be a good idea to add a default sybsystem to target in the game settings. That way instead of always starting at cargo hatch, whenever you press Y (in my case it's PageUp) your default selection will be the first shown.
 
bind 'next module', tap 4 times, shoot power plant. (not sure it's 4 times, it's already in my muscle memory, but it's always the same).

binding 'previous module' is useful if you miss.
 
I have it bound to keys and also to joystick buttons. I have VA use the target last system 6 or 7 times (can't remember) and it targets the PP on an Anaconda. For most other ships, I target next system once and I'm on their PP. Having it on the stick is nice.
 
I like the mouse wheel idea - might try that. But no, it is not always the same, as the OP points out. That is the problem. Even starting from the back and going previous a set number of times (I use 6) doesn't always do it. In a HazRes, for the FDL this is too many. With the Clipper and Cobra it is 1 too few. But it does work for the majority. Haven't been in a CZ for ages but I bet it is different there too, as NPC ships have different loadouts in CZ's as they are military ships generally.
 
I think this bit of muscle memory is one of the things that marks mid ranked pilots from the low.

I wouldnt want it made easier through defaults or all ships being the same number of clicks.

It's part of what separates those who are climbing the ranks to elite from those who are in the kiddie pool.

I suspect that high ranked pilots see the type of ship they are attacking and get the module of choice targeted without taking their eyes off their target. Actually that's wrong because advanced combat pilots do not get "target fixation" they are looking around at Everything while getting into the best position.

And eating a sandwich and talking talking on Comms.
 
You can get rapid at using the left menu, accustomed to how many presses of Y it takes or if you've got a macro keyboard you can have it mash it enough times to get the correct module for you (I believe the critical modules are in the same slots if you scroll backwards)
 
I have next module bound to a button on the stick.. and previous bound to a spinny wheel thing on the throttle, for when I inevitably overshoot :)
 
I've not found that it takes less time to kill someone's cannon (or laser, or heatsink, etc) vs their powerplant... ie, "why bother".

Is that just my experience, or others' as well?
 
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I've not found that it takes less time to kill someone's cannon (or laser, or heatsink, etc) vs their powerplant... ie, "why bother".

Is that just my experience, or others' as well?

A number of people say there's only one module worth targeting: The power plant. That is assuming winning a fight is your objective. In early versions of elite, the FSD would also cause the ship to pop, but this is no longer the case.

Now, if you want to disable a ship, then the drives are a nice option and depending on the ship are more exposed than the pp. Force a ship to surrender? The FSD should do you good there. Then of course there's the cargo hatch.

Strangely, npcs can still shoot you even if you destroy their power distributor, not sure if that is a "feature" or a bug.

However, I have never managed to disable a weapon, heat sink, chaff -or any external module for that matter- on purpose by targeting it. The damage seems to just skip the external module an fall on the hull.
 
Theres no hard and fast trick to targeting modules quickly: it's just one more thing you have to juggle in combat. However, an experienced pilot knows where certain modules are on certain ships and can aim accordingly. It isn't as reliable as having a red box, but the next best thing (works with fixed weapons only).

A ship with no powerplant can't shoot back. However, even with a destroyed powerplant, it is possible to high-wake out.

It is oftentimes more important to prevent a target from escaping the fight. That is why, in high level PvP, targeting the FSD first is the preferred target. Additionally, causing an FSD malfunction can reset a target's frame shift, buying you valuable time.

Targeting the power plant would be better in something like a duel or even the PvP tournament, where the enemy will fight to the death. In Open play, targeting the FSD is best to prevent escape.

Other than the powerplant/FSD, targeting the drives is best when the target is running in a straight line (FA on). If you fight against a ship with bi-weave shields, targeting the power distributor should be a very high priority. Destroying a power distributor doesn't stop the power to the ship, but rather prevents the pilot from changing their pips. Whatever their pips were set to before, is what they will be until the distributor is repaired. In case of bi-weave ships, a destroyed power distributor will almost always mean the fight is over.
 
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I've not found that it takes less time to kill someone's cannon (or laser, or heatsink, etc) vs their powerplant... ie, "why bother".

Is that just my experience, or others' as well?

They all have different health and/or armor on them. A power distributor or fsd drops much faster than a power plant. I think weapons and utility mounts are hard to damage because of their small size. Sounds like missiles in 2.1 will do work on them though.

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Might be off topic....
Is there a way to one-click target the PP?

Nope.
 
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Jane Turner

Volunteer Moderator
I am about to share one of my greatest secrets. If you defect in power play you are chased around by adjusters who interdict you all the time. If you kill one a new one respawns. The solution is wait until the adjuster is a Cobra since its the best all rounder for this - the modules you want are sufficiently exposed to mean the ship survives)). 1st shoot out its power plant. Now it can't shoot you, but it can still repeatedly interdict you if you leave it. Next take out its interdictor... again its exposed on a Cobra.....

Then laugh as it follows you round for the rest of the session, dropping in on every low wake you leave, but unable to do anything!

I expect it would work on serial interdicting NPCs too
 
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I like that subsystem targeting is a little clunky, it makes it more of an active choice vs a passive default.

True but that applies to the game as a whole. We are basically forced to be active, hence why there will never be auto pilot in super cruise. A little cheap if you ask me. But I get your point.
 
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