![]() The suggestion is to map all of your module slots to the keys on your keyboard, starting with Q in the top left and giving you the following: The following idea isn't mine originally - I found it on reddit and immediately fell in love with it. However, there's more that we can do with this. In addition to that, you might have experimented with assigning your own shortcuts to various things, a popular one being the drone attack/drone return commands (while I believe these are now assigned a key combination by default, that was not always the case). We're all familiar with the default hotkeys - back in the days before weapon grouping was possible, 'F1 to F8' was shorthand for fire all ze missiles (or turrets if you were so inclined), and while for most people that has simply become F1 now, I'm sure many of you still appreciate how much easier it is to simply press F1 than it is to click your weapon icon every time you want to engage it. Some of these positions might seem a little arbitrary - why I lay them out this way in particular brings me on to my next topic - hotkeys. Damage control is always fourth on the bottom. Third followed by cap boosters and/or nosferatus. Propulsion mod is always first on the mid rack, my active tank mod is Other modules fall in standard places too - my primary Webs, neuts, and ewar - these are the modules which I generally want to engageĪs quickly as possible, and which I'll regularly be shifting between targets as a fight The same basic layout - my point or scram goes in the top left slot, followedīy my weapons and then any other directly offensive modules such as This is really just common sense when you think about it - look at the way that common UI elements are standardised in other applications, and imagine how much more difficult it would be to operate them if a particular menu or button was in a different place every time you went into it.ĭespite being very different ships, the three examples above all follow Doing this allows you to respond to situations more quickly, since you no longer need to locate the required module in order to activate it - you already know where it is. It's a good idea to standardise where you keep certain important modules, so that no matter which ship you're flying you're always clicking in the same place or using the same hotkey to perform a particular function. ![]() This doesn't just change where the button sits, it also changes the associated hotkeys - for example the default F1 will always activate the top left module, regardless of what you put there. For the uninitiated, you can move your module buttons around by clicking the options button below your HUD (those three small lines at the bottom there) and selecting 'unlock modules' - you can then drag each module to the position of your choosing before repeating this process to lock them again. The first of these is to look at the layout of your modules (the buttons on your UI that is, rather than the position of the modules themselves). With that in mind, there are couple more things that we can do to reduce the time it takes to issue commands. Particularly when fighting solo, being able to react quickly to a situation can be the difference between victory and defeat. In my recent post on screen layouts, I talked about some of the ways in which you can arrange your user interface in order to can speed up your interaction with the eve client in the heat of battle.
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