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Showing results for tags 'gunner'.
Found 7 results
PugViking posted a topic in VideosDriver was new to the game. One of the free-weekers. But my god, you can acheive a lot if you just listen to more experienced players! Prime example!
Kriechbaum posted a topic in Feedback & SuggestionsHello everybody, Are there plans to implement a transition time when entering, leaving or switching seats inside vehicles? Anybody of you who served in an armored vehicle knows, that it is quite tricky to get from the drivers to the gunners seat. Takes some time. I think it would be beneficial to make it ca. 2 or 3 seconds (which is still pretty arcade) to transition between gunner and driver to make soloing more of a disadvantage and maybe even to enter and leave the vehicle. It would be also cool to make it always say two (non - crew) people at a time every second to leave the vehicle (for armored vehicles) , so there is some security needed before dropping infantry. Because at the moment you can fly through a village going 70km/h and dropping off an entire squad without even decreasing speed. With the time delay implemented, funny rushing/crashing into enemy positions and immediately deploying an entire squad would disappear as the most vulnerable moment of APCs would be part of the game. On the other hand, vehicles like technicals would maintain the fast disembarking, as they are open. The transition time could be a simple fade out - fade in phase.
To keep consistent with the realism philosophy, I suggest that repair stations should not repair vehicles that are occupied or at the very least, when the gunner seat is occupied, the repair should stop and should not start again for 30 seconds after a gunner leaves the gunner seat. People are camping vehicles at repair stations making the game a little like battlefield, though the repair time is long for vehicles - it breaks the spirit of the game. Example of request: If a vehicle pulls up in range of the repair station with no man in the gunner seat, the repair station begins repairing. If a vehicle pulls up in range of the repair station with a gunner in the gunner seat, the repair station does nothing. If a vehicle is in range of the repair station and a gunner leaves the gunner seat - a 30 second time starts and at the end of the 30 seconds repairs start. If a vehicle is repairing at a repair station and a man enters the gunner seat, repairs stop and the counter does not start until the gunner leaves the gunner's seat.
Devs, im really curious how are you going to solve kills and assists when you implement vechles in the game. 1) If gunner kills someone, who gets kill, if only him, everybody is going to fignt about gunner role. 2)If you put assists in the game, how they are going to be earned, only driver gets or all crew? At the end, if you out assists in the game, PLEASE, do not change current gun kill system (by this i mean, when you shoot somebody and you hurt him and at the end I shot him in the head, I got kill, it should stay that way). This game is not about K/D ratio, but if you are lets say humvee crew, driver, all the game, it would be like you were useless all the time if you look at statistic on the end of the game. Say what you think. Sorry for bad English.
Im writing this now because I will probably forget it later haha, and its good solution actualy. Some players are against tanks in the game because they would become over powered. I ve been thinking about this for some time. Gunner: Ussualy in games you control gun turret with the mouse, but in reallity, you dont, you have stick, like in airplanes, and it works like AWSD. What I wanted to say is that gunner should control turret this way because it would become realistic, and it would be much harder to aim. He can pres shift for faster turret movement. Gun stabilization should be implemented too. Driver: Nothing special, you should only implement fuel in the game. Comander: Ability to use binoculars from the cupola, or however you call that place from where he can peek from inside the tank. I 100% understand that tanks are not priority for next 6 months or more, but you should really consider this. What you think about that? Sorry for bad English.
**how do i insert video from youtube? it's kinda broken on mine, PM me pls** In the video, they show us the HMMWV vehicle. And it was awesome! But because this is still on early development, the gunner has no mechanics 'yet' as it seen in the video. In the video, the Machine gun position always following the view of the player 'right away' (so fast) without / regarding the 'speed limit' of the turret. Like, in real life, they should be like 'heavy' and become somewhat slow when rotating the gun. I believe this is gonna be optimized (for sure), and the Dev will working on it. Though when you guys optimizing it, i think iam gonna do some little suggestion. In the old Project Reality:BF2 mechanics, the turret speed is limited (like mouse speed), so it will not go beyond (lets say, i don't know exactly) 4sec/1 rotation turret. In the SQUAD mechanics, i think we should change it using "Sprinting Mechanics System". Not the sprinting, but the idea of the 'head' when running to different direction. The head turn first, then the body. Same like the machinegun's, head turn first, following with the gun it self rotating with limited 'rotation' turn. I think this is good mechanics, but what you guys thought? Let's the discuss begin!
I was wanting to know if you will be able to crouch / duck-down when using the MG on the humvee? Like you can in PR Or will you not be able to cause the gunner has the "protection kit"? Oh and a side question, is it/will it be possible to chuck a grenadine into a humvee via the gunner position if no one is in it? I know its abit early to ask these questions as humvess arent in yet but someone here might know the answer DEVS