Fire groups and fire modes - how to marry the two?

I tend to fly with a KWS since I like to do some bounty hunting here and there. In some ship configurations I could have all the major weapons on a single button in a single fire group. This meant I could easily scan with the KWS and fire at the same time (if the situation warranted it). Now, with the new scanning mode, this is impossible.

On another ship, I have both fire buttons used for different weapons. Normally, the KWS would be on a different fire group. Now, with the scanning mode, I was hoping I can have it in the same fire group as the weapons; I'd need to scan before engaging, but at least I wouldn't need to flip between fire groups (only fire modes). Alas, this also isn't ideal, because the act of scanning is interpreted by my turrets as "I want to fire on this target", meaning as soon as I switch modes I instantly start to fire. This is... pretty silly.

So, to summarize -the new scanning mode seems to add nothing but a lot of confusion, extra steps and doesn't seem to add anything in return. Is there some trick to using it that I am missing, or is it just busywork added to make the game feel more "dynamic"?
 

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I don't quite understand. What's the new scanning mode?
 
I also find it confusing and cant really see the use or need of the new "hud modes".

What they could do is change them to be "Master modes" that each allow a completely separate set of keybinds and ship settings, that would be really useful!

In fact there could be three different MASTER modes, Navigation-Combat-Docking. Just a thought.
 
I'll admit I haven't tried a KWS with the new analysis vs combat paradigm... KWS scanner works in combat mode I hope? Does it work in analysis mode?


And I'm with Enride, one of the best proposals I saw in the beta feedback was to split the firegroups screen in three subsections: Supercruise, Analysis and Combat. (Supercruise of course would be an automatic 'firegroup mode', unlike the flip between the other two)
 
It's probably a step into giving us separate fire groups for either mode, so we don't have to shuffle through our (non-usable) scanners while in combat.
BTW. the KWS can be used in both analysis and combat mode. Same with the FSWS.
 
I tend to agree..... whilst i get why we have the 2 modes, i personally think some more thought is needed.... I fully support the notion of completely separate groups and binds in each mode, so if i am in navigation i do not need to worry about cycling through different irrelevant gear.

for weapon groups, for items which may have purpose in both modes, let me create a navigation group and manually add hardware etc.

there is a promising system in there it just needs some more work imo.
 
I just logged on to make a suggestion to FDev that goes right along with this. I think we should be able to assign fire groups to a particular HUD mode, perhaps Combat, Analysis or Both, so that we don't have to cycle through fire groups that aren't usable in the current mode. I've got up to 7 fire groups now on some ships, and several of them are useless in one mode or the other.
 
OK, I need to correct something. The KWS can be used in BOTH modes. That said, it's still weird that using it in scan mode and then switching to combat instantly makes all weapons go "HEYEEEEOOOO"...
 
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I'll admit I haven't tried a KWS with the new analysis vs combat paradigm... KWS scanner works in combat mode I hope? Does it work in analysis mode?


And I'm with Enride, one of the best proposals I saw in the beta feedback was to split the firegroups screen in three subsections: Supercruise, Analysis and Combat. (Supercruise of course would be an automatic 'firegroup mode', unlike the flip between the other two)

I'd like fire groups to be categorised something like this. The current system is messy and overbearing if you're just exploring.
 
im out exploring. my problem so far is the game doesnt remember hud mode when you exit. i keep starting the game and finding after one jump im in combat mode again - on an UNARMED asp explorer built for exploring. having to change the hud mode on login when the ship doesnt have weapons for combat mode is annoying.

i can see how on a ship with weapons such as my FAS it might be a lifesaver if you get jumped immediately on login, when you were in analysis mode on logout. but how likely is that?
 
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