Dedicated keys for scanners, limpets, ECM...yes or no?

Dedicated keys for scanners, limpets, ECM...yes or no?

  • Yes, dedicated keys to scanners, limpets and ECM would be useful.

    Votes: 117 90.7%
  • No, this would imbalance the game, don't make this happen!

    Votes: 12 9.3%

  • Total voters
    129
  • Poll closed .
Hi again commanders,


Would you like to see some dedicated keys implemented for kill warrant, discovery, frame shift wake, cargo scanner, hatch breaker, collector, fuel transfer limpets, ECM? The same way we can fire chaff, heat sinks and shield cells with the press of a button/key?

If not, please give some constructive comments explaining in what this would imbalance the game.

EDIT: This poll is dedicated keys to scanners, limpets and ECM, currently limited to chaff, heat sinks and SCBs. I have created another poll about adding more firebuttons:

>>> Why only primary and secondary fire? <<<
 
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Robert Maynard

Volunteer Moderator
From Mike Evans:

How about a few more key assignments for stuff that currently needs to be in a fire group? At the moment we can put chaff and shield cells on seperate buttons, would be useful if we could put KWS or basic/advanced scanner on a defined button/key.

Scanners of that nature are not time critical devices like chaff or shield cells so I don't believe they need a dedicated binding option for them.
 
From Mike Evans:

quote_icon.png
Originally Posted by Mike Evans

Scanners of that nature are not time critical devices like chaff or shield cells so I don't believe they need a dedicated binding option for them.


Well OK but...why not?
Mike, why U ruin my Friday??? :'-(
 
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yes why not have them bindable.... does this some how harm the game---- am I missing something fundamental about the whole process?
 
Also, may we get this thread set as a poll (I have sent a request already)?

- Yes, dedicated keys for scanners, limpets and ECM would be useful.
- No, this would imbalance the game, don't make this happen!

I am sure we are curious to see what players think about the same, right?
 
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Scanners of that nature are not time critical devices like chaff or shield cells so I don't believe they need a dedicated binding option for them.

I don't see why being time-critical should be the only governing factor. Some people (yes, me) have HOTAS with lots of buttons (and even mode selectors that just give you more options) and would love to actually do something with them so that I feel a bit more like I'm in a ship. It might be silly, but it would add to the enjoyment for me.
 
I don't see why being time-critical should be the only governing factor. Some people (yes, me) have HOTAS with lots of buttons (and even mode selectors that just give you more options) and would love to actually do something with them so that I feel a bit more like I'm in a ship. It might be silly, but it would add to the enjoyment for me.

Fully agree mr. Khelder.

Customisability is always a good thing for a game with this many functions.
Just make as many functions as possible freely bindable as a rule of thumb.
 
I'd like the ECM with a dedicated key. I've got the feeling I'll have one installed soon and I'd like it seperate from my fire groups.
 
I'd love to have a bindable for the discovery scanner. Any explorer doing honk and go can appreciate what a pain it is holding down a fire button every hop.

I would love being able to bind it to one of my toggle switches.

The more key binds the better.

I'd love to see binds to everything on the left and right control panels as well, such as going direct to "Contacts" and everything on the Functions panel.
 
Seriously this is my one big complaint with the game at the moment. Every time I feel like picking up my joystick I remember all that nonsense with cycling fire groups just to do a scan and then I don't feel like playing any more.

As for "time critical", yeah right. Obviously Mike Evans has never been hunting in a resource site. Adding a keybind wouldn't harm the game in the slightest.
 
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Simply put, yes. I find it very irritating that I have a full hotas setup with keyboard and additional facets, but I am forced to use many features which are honestly not worth binding to a fire group (Kill warrant scanner, and interdictors are big wastes in a fire group) and are forced to make them. Honestly if this isn't fixed I'd likely just build a workaround. It's not like it's a hard feature to add.
 
Simply put, yes. I find it very irritating that I have a full hotas setup with keyboard and additional facets, but I am forced to use many features which are honestly not worth binding to a fire group (Kill warrant scanner, and interdictors are big wastes in a fire group) and are forced to make them. Honestly if this isn't fixed I'd likely just build a workaround. It's not like it's a hard feature to add.

You can bind your interdictor to an existing weapons firegroup; it only works in supercruise and is ignored in normal space.
 
You can bind your interdictor to an existing weapons firegroup; it only works in supercruise and is ignored in normal space.

Right, that's my workaround at the moment, but frankly it just doesn't belong there. Weapon groupings should be groupings which house weapons. Crazy thought, I know.
 
Would really appreciate a bind for the kill warrant scanner, as the the only time I get a wanted status is when I'm farming a RES, and instead of doing a KWS, I'm in the wrong firegroup and I'm laying into them with multi cannons.

I know your going to say regular scan would of told me they're wanted (or not), but certain targets are always wanted and you can KWS whilst waiting for the normal scan to complete, saving a bit of time.
 
Would really appreciate a bind for the kill warrant scanner, as the the only time I get a wanted status is when I'm farming a RES, and instead of doing a KWS, I'm in the wrong firegroup and I'm laying into them with multi cannons.

I know your going to say regular scan would of told me they're wanted (or not), but certain targets are always wanted and you can KWS whilst waiting for the normal scan to complete, saving a bit of time.

That's exactly it. Not only is there the hassle of switching fire groups, but there is the risk of accidentally shooting when you intended only to scan.

It's not a meaningful risk, it adds nothing to the game experience. It is just fighting against the interface. And it's an annoyance that is experienced every single time I select a new target. Which for me makes it thousands of times more annoying than pretty much anything else.

If the dev who refuses change because "scanners are not time critical" had ever spent any time in a Res, he would understand this.
 
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