Pulse Wave Analyser, Composition Scanner & Data Link Scanner - WHY?

Afternoon,

So it's painfully obvious that the Pulse Wave Analyser, Composition Scanner, and Data Link Scanner all do the same thing - scan whatever is in front of our faces.

Why do we need three separate modules (and therefore key-binds, or fire groups) for this unnecessary fluff? It's actually more of a hindrance when you seek out these interactive things in game.

Just make it all one scanner than can interact with whatever is in front of us!

Be it asteroid field, megaship, guardian block, or spiky phenomena.

... We have infinite probes for heaven's sake. So just give us one scanner / key-bind to scan what is interact-able?
 
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I know right. We've also got endless weapon types that do kinetic, thermal and absolute damage - to whatever is in front of us. Just give us one weapon and be done with it already.
 
I know right. We've also got endless weapon types that do kinetic, thermal and absolute damage - to whatever is in front of us. Just give us one weapon and be done with it already.

What a well thought out and apt comparison. Can we have an additional Frame-shift drive which only works on Tuesdays, please?
 
I know right. We've also got endless weapon types that do kinetic, thermal and absolute damage - to whatever is in front of us. Just give us one weapon and be done with it already.
Having different damage types make sense. Having three different types of scanners which all do the same thing and come prefitted on all ships does not. Two of these are utterly redundant. As far as i am concerned this is also the case for the newly introduced mining lasers/missiles/bombs/whatever. All they do is gobble up hardpoints. Frontier really dropped the ball here - they could have used the chance to streamline mining and limpet mechanics, something that has been requested for years.
 
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Afternoon,

So it's painfully obvious that the Pulse Wave Analyser, Composition Scanner, and Data Link Scanner all do the same thing - scan whatever is in front of our faces.

Why do we need three separate modules (and therefore key-binds, or fire groups) for this unnecessary fluff? It's actually more of a hindrance when you seek out these interactive things in game.

Just make it all one scanner than can interact with whatever is in front of us!

Be it asteroid field, megaship, guardian block, or spiky phenomena.

... We have infinite probes for heaven's sake. So just give us one scanner / key-bind to scan what is interact-able?

I have no clue, so that is why I bind them all to the same key (secondary fire, all in the same weapongroup). It is just one scanner for me. I do the same with cargo/wake/kill scanners, same button. I select something, press the 'scan whatever' button and the game figures out whatever module it needs for it. :p
 
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I have no clue, so that is why I bind them all to the same key (secondary fire, all in the same weapongroup). It is just one scanner for me. I do the same with cargo/wake/kill scanners, same button. I select something, press the 'scan whatever' button and the game figures out whatever module it needs for it. :p

Phew! I thought it was just me that did that :)
 
Pulse Wave Analyser: Scanning Asteroids
Composition Scanner: Adding discoveries to the Codex
Data Link Scanner: scanning data points

I brought this up in the Beta, it should all be merged into a single in-built module. Further, actually, I proposed that the PWE should be merged with the composition scanner, and that prospector Limpets should be merged with the Detailed Surface Scanner probes.

I have to say I have noticed that only the smallest changes that were suggested by players in the beta forum actually made it into the game. The more detailed or larger proposed changes that comprised most people's feedback of the new mechanics has largely (for all we know) been ignored.
 
I have no clue, so that is why I bind them all to the same key (secondary fire, all in the same weapongroup). It is just one scanner for me. I do the same with cargo/wake/kill scanners, same button. I select something, press the 'scan whatever' button and the game figures out whatever module it needs for it. :p
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Same here. It really makes things easier. That's also why I find the "can not be used in this mode" message so terrible. It would be so useful, if you could even put scanners and weapons on the same fire group. You just switch mode and use what you need, while the other part is disabled. Unfortunately when doing so the game keeps screaming that something can't be used in this mode. Also, at least at some time in the beta, this prevented other things in the fire group to work, as the game already encountered something which could not work and stopped execution. I am not sure if this is still true. I have to re-create the specific setup where that happened and check how exactly it behaves now.
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I have no clue, so that is why I bind them all to the same key (secondary fire, all in the same weapongroup). It is just one scanner for me. I do the same with cargo/wake/kill scanners, same button. I select something, press the 'scan whatever' button and the game figures out whatever module it needs for it. :p

Thankfully we have a sensible comment.
 
i thought it was one module. im out in deep space coming back from great annihilator. unless the devs redesigned and re-engineered my asp ex to add module slots it must all fit in the same space as the dss. you cant do all the scanning types at the same time so it will still need '3 keybinds' OR as it is on controller, its firegroups and hud mode and contextual button control. now i am used to it, its a lot better to use than having to fly out to some place to detail scan it. you can easily see from the signal scale if there are signal sources and earthlifes/ammonia/waterworlds or if its all icy rocky gas. im able to check if theres anything worth scanning FOR SURE - the old way i was having to guess from system map icons if a world was water world or earth like, and flying out to see.

im a little more concerned about mining tbh. until i get back to the bubble and get into my mining asp i cant tell if its viable any more. right now its an armed miner. i can mine and i can face off most pirates and im able to escape the ones i might not survive fighting. but now mining has 3 phases and unless those ARE all in the same module as my mining laser (unlikely) or limpet controller... then im looking at dumping weapons and shield and i wont survive mining in a ship like that to make it worth mining.
 
I have no clue, so that is why I bind them all to the same key (secondary fire, all in the same weapongroup). It is just one scanner for me. I do the same with cargo/wake/kill scanners, same button. I select something, press the 'scan whatever' button and the game figures out whatever module it needs for it. :p

Got the weapons, DSS, and FSS honk on them too. Makes for some interest "you don't know what you're doing" messages from time to time. OK, Frontier, if you say so. :D

To be fair, I am using a controller for just about everything that can be done in the game. I have it working, but still playing around with getting it sorted the way I like it and can remember.
 
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