Greetings, We have completely overhauled the targeting UI and the targeting gameplay flow which includes: New UI for the TVI, PIP, indicator, range indication, firing indication, assisted gimbals, and fixed gunsight. New UI for targets including the return of orientation style brackets, orientation arrows, and motion ribbons many of which are able to be turned on or off in the game options. New targeting and target selection flow Unselected targets should no longer display markers around them. Automatic selection of "best" target based on your view cone, selection method is now a combination closest to center of cone, distance, and hostility. Once selected a target can be locked or pinned. Locked targets display additional targeting information (distance, ribbon trail, direction). Unlocked targets that move offscreen/outside the cone lose the selection and a new target is selected. Hostile, friendly, and all targets within the forward cone can be cycled as well. Locked targets that move offscreen/outside the cone retain their selection. Pinned targets are displayed to all members of the ship's channel. All states of lock/pin have different reticles to show they are different states. With this new targeting system there are quite a few changes to keybinds and options. Players may want to familiarize themselves with the new options in the keybinds options menu. This includes but is not limited to: Lock focused target (Tap 1), Target nearest attacker (target who has you locked, Tap 2), Pin Currently Selected Target (Tap 3) , Cycling Pinned Targets Forward (Tap 4) and Back (Tap 5), Cycling Sub-Targets Forward (Tap 6) and Back (Tap 7), Resetting Sub-Target (Tap 8 ), and Removing all pinned targets (Tap 0). Players can also pin a target to a specific place on the pinned target list by holding ALT+# or having the setting enabled for "Tap To Lock, Hold to Pin". Test scenarios 1v1 engagements Close range dogfighting Long range initial engagements Furballs (masses of enemies and allies) Non-hostile contacts at all ranges Key feedback points Situational awareness Target orientation and vector reading Targeting flow (hostile, friendly) Visibility (pip, targeting UI, trail, sight) Let us know what you think below! -Baior Player Experience Team