Analysis Mode Needs To Be Changed

Hi Frontier,

Analysis mode is not a bad idea per se. I do enjoy the fact that you can have a mode that overlays data on your HUD. Want to see where you mapped a planet? Want to see asteroids lit up when you ping them during mining? Hell, the applications are endless for future tools.

But it's not merely an overlay, is it?

You actually split up different tools to the different HUD modes, yet didn't create separate firing groups. So you can have a fire group where half the tools need one mode, and the other half needs another another. Ran into this annoyance the other day while mining when I suddenly got attacked, kept hammering the fire button and nothing happened ... and then I realized I needed to switch into 'combat mode' to shoot back. And then when the battle was over, I couldn't use my mining tools until I switched back to Analysis Mode.

This is the opposite of a quality of life improvement. It's just 100% irritating and a step backwards.

Analysis Mode should ONLY be an overlay. All tools, combat and non combat, should be usable in both modes. The only difference is that Analysis Mode adds additional visual data. So for example, if you're exploring, you can use Analysis Mode to see all the blue grid lines of the planet you're mapping... and then turn it off to see the planet as it is.

So instead of Combat/Analysis Modes, you should simply have Normal/Analysis. Boom, done. And everyone is happy again.
 
I would be satisfied with if when you left DSS mode, the default mode would be to Combat Mode, rather than Analysis Mode.
 
I see it just the other way around. We have an inflationary number of new systems (i.e. limpets and scanners), getting more with each big patch. Basically the Analysis mode and the split of modules, weapon and hardpoints according to the currently selected mode could really help a lot here.
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Unfortunately the current implementation falls flat. It indeed at the moment is a new overlay mode, along with a filter useable systems. But due to everything still being on the very same fire groups and with the game spamming you with error messages if your weapon group is fixed, this is not really helping.
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There were several good suggestions around how to fix this. They started at just removing the error messages, to several different suggestions on how to actually implement separate fire groups for both modes. The first one would be a crutch, but still improve things a lot. One of the more elaborate suggestions would be even more awesome.
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I really see a lot of potential here to make improve the user interface. Fire groups could become so much more convenient again. But the current implementation is terrible. It indicates what the system could be, while actually being cumbersome. It really needs improvement.
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I sort of agree and I like the idea of analysis being an overlay. You should be able to group scanners and weapons in the same fire group and not have that huge annoying warning that a module can't be used in the current mode.

For all the things ED makes you figure out on your own, this handholding for modes is out of place.

If it's the decision that scanners and utilities should not be available in analysis mode, fine. Just disable them when in combat mode without the annoying warning.

It absolutely sucks to have to change modes AND firegroups to bring weapons online.
 
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Fair play. But I literally click a button to toggle between the modes and find it effortless. The colour schemes make the modes distinguishable also. So I wouldn't consider this a priority change when the game has some serious bugs in play that should never have been released post beta. But that's a different topic.
 
After landing and entering combat in an SRV last night I was still in analysis mode and had to re-map in a panic!

Can Analysis Mode even be used in an SRV? Why doesn't the mode simply switch when I select the appropriate fire group? Why do we even need modes at all for these tools?

We should just have overlays that we can toggle. No need to disallow functionality based on what's on my HUD.
 
I would be satisfied with if when you left DSS mode, the default mode would be to Combat Mode, rather than Analysis Mode.

I would not. I don’t stop mapping and start attacking planets. Switching modes is ok, but the current fire group method needs some work.
 
Yes, seriously, this additional switch is clumsy and really irritating. Still only having 2 firing buttons is still silly and poorly implemented, firing groups suck. Both of these things feel like totally arbitrary restrictions. For a game based over a thousand years in the future, with a full HOTAS, plus a ton of other buttons visible in your cockpit, only being able to activate two trigger items at a time without changing "firing group" is just....dumb.

Having to activate a specific UI mode, in order to activate some modules adds yet ANOTHER arbitrary, and pointless restriction.
 
Fair play. But I literally click a button to toggle between the modes and find it effortless. The colour schemes make the modes distinguishable also. So I wouldn't consider this a priority change when the game has some serious bugs in play that should never have been released post beta. But that's a different topic.

I have trouble with it... especially in SRV turret mode.

SRV Fire Group A
Primary = SRV Dual Repeater - only works in Combat Mode
Secondary = Data Link Scanner (no HUD indication of this) - works in Combat Mode or Analysis Mode

SRV Fire Group B
Primary = SRV Dual Repeater - only works in Combat Mode
Secondary = Comp. Scanner (no HUD indication of this) - only works in Analysis Mode


I don't know why the Composition Scanner can't work in Combat Mode, but the Data Link Scanner can. I don't know why the secondary fire group isn't presented on-screen in the SRV turret. There are a number of things that still feel clunky with all this.
 
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