A secondary targeting reticle is brought up when a non-homing secondary weapon is used. For example, an unguided missile or an anomaly generator. It will be colored orange. Secondary information about the target will be shown with each upgrade. For example at Mk2 will show the number of active modules currently not in cooldown shown in the target window. Mk3 will show target energy reserves below the target’s hull and shield bars. At Mk4 it will show target speed in the target window.
Hmm. I would say I like it, except for the fact that aiming unguided missiles and anomaly generators is supposed to be hard. Maybe if you made it an active module kinda like A1MA, then it’d be better. Then the upgrades wouldn’t feel so silly, either. I mean, this game’s upgrades are all “make what was already there a bit better”, rather than “make it work entirely differently”.
All that additional info is hidden for a reason. As somebody already told you, knowing when the enemy has modules actives, or which kind of modules he has should be a skill, not something the game gives you.
Other than that, I won’t waste a CPU slot in having a marker for rockets, but hey, I suppose some people will.
Just fit small missiles instead.
Ahh small missles what a good silly. I just assumed my ship would become female if I were to equip it with small missles.
No one would ever be able to command a female ship.
Also, I am totally on board with this module.
I would love people attacking me because they think I’m vulnerable. Efefay, you are knocking it out of the park this week. +1.
I can sense the sarcasm. You aren’t doing very well. Anyways switching using this modifier instead of a different one makes your potential main weapon damage weaker or less effective.
I’ve given you two thank yous (not really a word) ‘was out of votes’, and a vote in the last three days.
I wouldn’t use this module, but bad players totally would. Then they would assume my ship is weak. O gosh some people would be bad enough to attack a ship with downed modules when they were near drones. So many pilots would move away from a group to attack an ECM with 0 modules.
Seriously I like this module the more I talk about it.
You only get the benefits if you have locked on to someone.
sounds way to much like an auto-pilot
How the heck so? This is not automated at all!
It assist your aim but you are still requires you to aim. You are not dependent on this module to inflict damage. You are still required to pay attention to the information given to you and then decide what to do.
Changing Upgrade Mechanics.
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Mk1 stays the same.
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Mk2 allows an Engineer with eclipse launchers to target friendlies.
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Mk3 allows players to see the # of modules not in cooldown. You can’t see what they are. Only the number. Mainly useful against ECMs and other module dependent ships.
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Mk4 allows an energy bar to show up below the shield and hull bars. Useful against Commands.
Remember the Mk1, Mk3 and Mk4 require you to lock on to a target. It only works on one enemy ship at a time.
Having two circles turning around my screen would just confuse me. I wouldn’t know where to shoot.
Then don’t buy the modifier. Others will find it useful. They will have different colours.