Kill warrant scanner - want to use but too annoying

I like the concept of the KWS, and have heard can boost more higher ranked outlaw bandits quite substantially - so all well and good.

But my playstyle and opinion only - but I find it too utterly annoying to use, so always end up swapping it out even on ships I have plenty of config space for.

on short fights, not much point even trying to scan, but can live with that - really short fights usually mean super cheap bounties anyways.

but even on longer fights, the 10 second scan time is tough - both on my need to either give up weapoms i dont fire in order to have separate firegroup bind for kws - or as many do, have kws on same bind as one of my firegroups, in which case only way to scan is constant firing of guns For 10 sec

add that gotta keep button held down rather than having a keybind we could toggle, and my dogfights are usually a swirl with visual contact in burst periods unless i do the FA off maneauver - basically imgive kws a go every now and then but always come to same annoyance conclusion and just dump it.

anyone else feel same, or better yet - figure out a really efficient way of using kws? Especially from the start position of interdicted, not interdictee?
 
I like the concept of the KWS, and have heard can boost more higher ranked outlaw bandits quite substantially - so all well and good.

But my playstyle and opinion only - but I find it too utterly annoying to use, so always end up swapping it out even on ships I have plenty of config space for.

on short fights, not much point even trying to scan, but can live with that - really short fights usually mean super cheap bounties anyways.

but even on longer fights, the 10 second scan time is tough - both on my need to either give up weapoms i dont fire in order to have separate firegroup bind for kws - or as many do, have kws on same bind as one of my firegroups, in which case only way to scan is constant firing of guns For 10 sec

add that gotta keep button held down rather than having a keybind we could toggle, and my dogfights are usually a swirl with visual contact in burst periods unless i do the FA off maneauver - basically imgive kws a go every now and then but always come to same annoyance conclusion and just dump it.

anyone else feel same, or better yet - figure out a really efficient way of using kws? Especially from the start position of interdicted, not interdictee?


Scan and kill, pretty straight forward. Lack of patience just = loss of money if you don't scan.
 
I like the concept of the KWS, and have heard can boost more higher ranked outlaw bandits quite substantially - so all well and good.

But my playstyle and opinion only - but I find it too utterly annoying to use, so always end up swapping it out even on ships I have plenty of config space for.

on short fights, not much point even trying to scan, but can live with that - really short fights usually mean super cheap bounties anyways.

but even on longer fights, the 10 second scan time is tough - both on my need to either give up weapoms i dont fire in order to have separate firegroup bind for kws - or as many do, have kws on same bind as one of my firegroups, in which case only way to scan is constant firing of guns For 10 sec

add that gotta keep button held down rather than having a keybind we could toggle, and my dogfights are usually a swirl with visual contact in burst periods unless i do the FA off maneauver - basically imgive kws a go every now and then but always come to same annoyance conclusion and just dump it.

anyone else feel same, or better yet - figure out a really efficient way of using kws? Especially from the start position of interdicted, not interdictee?

Greegings, i must to say you: You have plenty of time for using KWS and for Kill, and using KWS for next target and for Kill without fear.

Put KWS on Fire group NO.3, you change Groups with key "N". You can switch fast.

Example:
Group 1: Primary - Weapon's - Fixed, Secondary - Weapon's - Gimbal
Group 2: Primary - Shield Cell Bank, Secondary - Shield Cell Bank,
Group 3: Primary - KWS, Secondary - FSD.

 
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But my playstyle and opinion only - but I find it too utterly annoying to use, so always end up swapping it out even on ships I have plenty of config space for. On short fights, not much point even trying to scan, but can live with that - really short fights usually mean super cheap bounties anyways. but even on longer fights, the 10 second scan time is tough, add that gotta keep button held down rather than having a keybind we could toggle

Some sort of delayed target lock mechanism is a pretty SOP in games and movies about dog fighting, might even be so in RL. It seems to add to the suspension, and adds a little mini-game to the fighting of keeping the enemy in sight while avoiding taking damage long enough for the scan to finish. So the mechanism hopefully won't go away. Or do you prefer the enemy to be instantly scanned and ready for you to farm?

Granted, the scan could be automated upon target lock, so you wouldn't have to actively hold a button to do it. If you release the button, do you have to start all over or is there a little delay before the partial scan is lost. I dimly remember the latter, but haven't been in populated space for a long time now. There would be consequences of automated scans, though: Players don't like being scanned, so why would NPCs? They already wriggle plenty when one starts the scanning.

I have scanners on a ternary fire group and switch to them at the beginning of an encounter. While the interdicting agent creeps closer I run scans while Systems are on 4 pips. Depending on the result and action of the interdicting agent, I'll then either switch to primary weapons groups or begin evading (using chaff and such in the secondary fire group if needed) until drive is off cooldown.

:D S
 
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OP wants money for simply buying the module. I bet he'd like a bonus too for any Wing kills - LOL!
 
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NPCs slow to a crawl and float in front of you to cargo scan you. You should stop too and scan them back with the KWS and while it's in process line up a shot with a huge plasma accelerator, 3 large beam lasers, rail guns or whatever your heavy hitting weapons are. Wait for it to get to about 90% complete and then let them have it. Finish the scan while they try to scramble away after eating the massive damage.

You'll get any bonus bounties the NPC might have had, and they get to start with no shields and maybe some hull missing too. I put the KWS on the same weapon group as the huge plasma just for that.
 
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Used KWS for a while, but than... it takes valuable slot, uses power and does nothing in combat. It is actually reducing ship combat capability. Aslo it is not fun to use at all. So why should i use it? To get more money? But why do i need that? Now i have no KWS installed on my ships.
IMO if you do not enjoy using it just throw it away.
 
When you're a pirate, you learn to use a Cargo Scanner (works exactly like KWS) really fast, as it's a necessity. You'll get practice with it.

It's only failure is in PvP, as by the time you interdict a player pilot (where else would you find him but in SC) and start scanning him, he'll be firing back at you.
 


Greegings, i must to say you: You have plenty of time for using KWS and for Kill, and using KWS for next target and for Kill without fear.

Put KWS on Fire group NO.3, you change Groups with key "N". You can switch fast.

Example:
Group 1: Primary - Weapon's - Fixed, Secondary - Weapon's - Gimbal
Group 2: Primary - Shield Cell Bank, Secondary - Shield Cell Bank,
Group 3: Primary - KWS, Secondary - FSD.


3 firegroups? thought it was only 2 and that they had no intention of changing it.
 
I was reading the OP waiting for a punchline, then realised it was a serious thread! ��

In all honesty, I find the kws quick, and easy to use and definately doesn't inhibit my defensive or ships abilities by having it.
And it's made me many many millions of credits for little extra effort.
 
The kws was and is still nice in some situations. In 1.2 i had no issues with it, but in 1.3 the ai of npcs did change.
It now quite anoying to scan smaller ships in a ship that cant turn that fast.

The scan takes to long, you will need some trys to complete it or be far away enoght.

Since they change the contacts lists, you cant select the NPC that did talk an scan you.

The only option is to use the Scanner while shooting but that also means u have to shoot all weapons the same time or you dont fire all and miss one.

In the Vulture its not a problem in Python it can be one.

Otherwise FA off might help.
 
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Greegings, i must to say you: You have plenty of time for using KWS and for Kill, and using KWS for next target and for Kill without fear.

Put KWS on Fire group NO.3, you change Groups with key "N". You can switch fast.

Example:
Group 1: Primary - Weapon's - Fixed, Secondary - Weapon's - Gimbal
Group 2: Primary - Shield Cell Bank, Secondary - Shield Cell Bank,
Group 3: Primary - KWS, Secondary - FSD.


I don't recommend this grouping as it puts you at a disadvantage during the early part of the fight. I use the following so that I can take down shields while I'm using KWS. If KWS isn't finished by the time I have shields down, then I hold off firing to avoid destroying the ship and losing the out-of-system bounties. It helps a lot if you buy the better grade KWS because the scan range is longer. I find 2km scan range is too close and 2.5km is barely useable. If you can afford the power, I recommend 3km or better range. This gives you time to scan before coming into range. Often, I slow down while scanning to give me more time to scan while I'm out of weapons range.
Group 1: Primary - main lasers, Secondary - Interdictor
Group 2: Primary - main lasers, Secondary - KWS
Group 3: Primary - main and secondary lasers, Secondary - projectile weapons

To use them, start with group 1 to interdict. Switch to group 2 upon entering normal space to take down shields while using KWS. Switch to group 3 after KWS is done.
 
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Just want to point out that when you are in a largish ship against a small more maneuverable one that reverse thrust is your friend while using the scanner.....you will obviously take more fire but you can tank it with your shields while scanning.
 
I don't recommend this grouping as it puts you at a disadvantage during the early part of the fight. I use the following so that I can take down shields while I'm using KWS. If KWS isn't finished by the time I have shields down, then I hold off firing to avoid destroying the ship and losing the out-of-system bounties. It helps a lot if you buy the better grade KWS because the scan range is longer. I find 2km scan range is too close and 2.5km is barely useable. If you can afford the power, I recommend 3km or better range. This gives you time to scan before coming into range. Often, I slow down while scanning to give me more time to scan while I'm out of weapons range.
Group 1: Primary - main lasers, Secondary - Interdictor
Group 2: Primary - main lasers, Secondary - KWS
Group 3: Primary - main and secondary lasers, Secondary - projectile weapons

To use them, start with group 1 to interdict. Switch to group 2 upon entering normal space to take down shields while using KWS. Switch to group 3 after KWS is done.

You can put the KWS and interdictor into 1 group both on the same button and get rid of one of the weapon groups. The interdictor has no effect inside normal space and you can also set its priority lower so it automatically turns itself off when weapons are deployed. Likewise the KWS doesn't work in SC so when you press the button while tailing a ship it will start the interdiction tether.

It's possible to put KWS, interdictor, and advanced discovery scanner all on the same button but the discovery scanner honking all the time when you're halfway through a KW scan gets somewhat annoying. May be possible to set the discovery scanner to a lower priority so it turns off when weapons are deployed.
 
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Group 1: Primary - main lasers, Secondary - Interdictor
Group 2: Primary - main lasers, Secondary - KWS
Group 3: Primary - main and secondary lasers, Secondary - projectile weapons

To use them, start with group 1 to interdict. Switch to group 2 upon entering normal space to take down shields while using KWS. Switch to group 3 after KWS is done.

That is one weapons group too many... Put your interdictor on primary fire for weapon group one, and you don't even need to switch weapon group when you've done interdicting. Your interdictor doesn't fire in normal space, your weapons don't fire in witchspace ;)


EDIT: Sneaky Ninja's!
 
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