Targeting sub-systems preference - left pane or key bind?

**Edit - context: this is less question re: how you target subsystems, but why you use that method.

Cycling via whatever method binding Next / Prev has the upside of eyes on target, but need to cycle through random order of systems you don't want
Cycling via visual quick pick on left pane is quicker and easier to select system, but eyes off target and loss of situational awareness


How are people choosing to target sub-systems?

1) Glance away and select via left pane?
-lets you pick right away subsystem you want but takes situational awareness time away and eyes off target?

or

2) Next / Previous key bindings
-lets you keep situational awareness and eyes on target, but takes more time because of cycling so many systems?


Right now I am doing #2, but with the logic kinda randomized, it never seems like I can pick power plant for example by simply cycling Previous (to go to last on the list - seems like the list itself of subsystems you get when targeting npc is randomized, although weapons and other stuff are usually top of list so I go reverse Previous cycle first to be bit faster)

*edit - as I usually fly multipurpose missions or cargo, almost always starting from interacted position of opponent on my 6, so losing situational awareness usually prevents using option #1 much as I would like to
 
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Mine is bound to the mouse wheel, which I find is really easy, individual key binds would be nice though, but yeah.
 
Same here. I use an X-55 HOTAS and have the subsystem targeting on a rocker switch on the back side of the throttle. That way I can cycle through systems without ever taking my eyes off the target or my hands off the controls. :)
 
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I use a button on my HOTAS setup,
but i'd love FD would standardize the layout of subsystem targetting,
e.g. Drives first Powerplant second and so on.

At the moment this is different from ship to ship.
 
I had it mapped to joystick buttons in the past but as I don't combat much, I've moved them off to keyboard left shift and ctrl for cycle forward and back. I have plenty of time to pick the systems while still wearing out the shields. You also start noticing a pattern in number of presses required for a given situation. I'm a bit rusty but on average it is 5 or 6 presses on the back button to reach the power plant.
 
Mine is bound to the mouse wheel, which I find is really easy, individual key binds would be nice though, but yeah.

Don't you find having to cycle through lot of extra sub-systems you don't want before you get to the one you do want an issue though?

My key binds are quick and easy to access, but what I find to be the trade off is that I have to cycle a lot to get to the system I want, where as the panel is lot quicker to visually cycle pick the one you want - but eyes off target.

So I'm kinda back and forth on what seems more optimal.
 
Don't you find having to cycle through lot of extra sub-systems you don't want before you get to the one you do want an issue though?

My key binds are quick and easy to access, but what I find to be the trade off is that I have to cycle a lot to get to the system I want, where as the panel is lot quicker to visually cycle pick the one you want - but eyes off target.

So I'm kinda back and forth on what seems more optimal.

It is an issue, and i wonder, why the subsystem list isn't standardized at all.
 
Don't you find having to cycle through lot of extra sub-systems you don't want before you get to the one you do want an issue though?

My key binds are quick and easy to access, but what I find to be the trade off is that I have to cycle a lot to get to the system I want, where as the panel is lot quicker to visually cycle pick the one you want - but eyes off target.

So I'm kinda back and forth on what seems more optimal.

You do have to cycle, but you can do other things at the same time, such as firing on the enemy. It's only 6 or 7 key presses, which surely you would have to make anyway using the side panel? (dunno, never even tried it)
 
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You do have to cycle, but you can do other things at the same time, such as firing on the enemy. It's only 6 or 7 key presses, which surely you would have to make anyway using the side panel? (dunno, never even tried it)

True, but why has the layout to be different from shiptype to shiptype?
Why not make a standardized order:
Critical systems that are shared along all other ships first
hardpoints and utility slots afterwards?
 
You do have to cycle, but you can do other things at the same time, such as firing on the enemy. It's only 6 or 7 key presses, which surely you would have to make anyway using the side panel? (dunno, never even tried it)

Yup, gotta cycle on the list shown via side panel too, but the big advantage is you can visually spot instantly what order and where your desired subsystem target is on that list, so you can super fast cycle down to it - much faster than at least I can when I use key binds in combat, inevitably cycle past the thing I want, and then reverse cycle back

But of course, the big downside of the panel is taking eyes off target and losing situational awareness.

I've been trying to memorize subsystem order per ship but either even that is bit randomized or I just haven't done it enough yet to learn each type and list order.
 
Don't you find having to cycle through lot of extra sub-systems you don't want before you get to the one you do want an issue though?

My key binds are quick and easy to access, but what I find to be the trade off is that I have to cycle a lot to get to the system I want, where as the panel is lot quicker to visually cycle pick the one you want - but eyes off target.

So I'm kinda back and forth on what seems more optimal.


I guess, but I've done it so much since beta, I can target most things in under a second, and still be manoeuvring and shooting at the same time.
 
It is an issue, and i wonder, why the subsystem list isn't standardized at all.

As far as I have noticed it is standardized. But the standard stuff is on the end of the list while the top is taken with weapons, utility slots and such which vary ship to ship. If you cycle backwards you can see the pattern. 6 presses to the power plant on every ship as far as I can tell.
 
Mine is bound to the mouse wheel, which I find is really easy, individual key binds would be nice though, but yeah.

Same here, I love it just one quick flick of the mouse wheel and you have the power-plant selected (or are like 1-2 subsystems away)

Don't you find having to cycle through lot of extra sub-systems you don't want before you get to the one you do want an issue though?

My key binds are quick and easy to access, but what I find to be the trade off is that I have to cycle a lot to get to the system I want, where as the panel is lot quicker to visually cycle pick the one you want - but eyes off target.

So I'm kinda back and forth on what seems more optimal.

the same can be said for any keybinding you have to press them multiple times for what you are looking for. In my case I can go through about 2/3rds of my targets subsystems with a single roll of the mouse wheel it just a matter of how fast can I roll the wheel. Besides its right there with your fire buttons so you stay focused and on target.
 
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