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#3560653 - 04/21/12 10:26 PM Fixing the tail gunners? How much?
Master Offline
meh
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Registered: 07/12/04
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Loc: NW Alabama, USA
How much money would it take donated to 777 studios to get the tail gunners fixed? Just looking for a ball park figure Jason cause I am willing to do a donation drive to get this fixed asap!
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#3560678 - 04/21/12 11:28 PM Re: Fixing the tail gunners? How much? [Re: Master]
navair2 Offline
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Registered: 02/18/11
Posts: 66
Loc: Illinois, USA
Oh, right...you mean the "overshoot-spin-around-and-get-stuck-facing-the-side-of-the-aircraft-instead-of-at-the-enemy" tendency of the rear gun position in 2-seaters or bombers... 50cal

Yeah, I love it, too. sigh
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#3560692 - 04/22/12 12:09 AM Re: Fixing the tail gunners? How much? [Re: Master]
PatrickAWilson Offline
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Registered: 01/19/07
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When I think of fixing gunners, I think of "make them unable to put a bullet between my eyes from 200 yards while pulling 3 Gs".

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#3560738 - 04/22/12 02:28 AM Re: Fixing the tail gunners? How much? [Re: Master]
WWBrian Offline
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Registered: 12/24/08
Posts: 2179

Tail Gunners seem fine to me.

Sure, I've been bloodied up and/or oil leaked...but that only happens when I press a poor attack, they're easy enough to avoid.

...even from the other perspective, without using my 2-seater's fixed-forward, my gunner always averages around a four percent accuracy rating.

HARDLY A SNIPER IN ANYONE'S BOOK!

...conclusion?

Folks just need to quit flying so straight when attacking the heavies!

Nutin' is what I would consider broken.


meh...

*shrug*
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#3560746 - 04/22/12 02:39 AM Re: Fixing the tail gunners? How much? [Re: Master]
vocatx Offline
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Registered: 03/29/06
Posts: 1899
Loc: Voca, Texas
Try flying a two seater a while. They aren't the snipers that most people seem to make them out to be. I survive MUCH longer when I have a good human gunner instead of the AI gunning. Yes, every once in a while they seem to make an impossible shot, but I've seen the same happen with front guns on fighters too. My AI tailgunners usually average between two and five percent accuracy. A friend and I were just on the Syndicate server and he flew gunner for me. He had FORTY PERCENT accuracy.
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#3560769 - 04/22/12 04:23 AM Re: Fixing the tail gunners? How much? [Re: Master]
tagTaken2 Offline
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Registered: 05/06/06
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There's a mod to affect tail gunner sniping here is this what you meant?

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#3560815 - 04/22/12 08:33 AM Re: Fixing the tail gunners? How much? [Re: Master]
RoFfan Offline
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Registered: 06/20/10
Posts: 518
Currently our rear gunners do not have to manually reload their weapons, which was a big deal for the Lewis gun (every 97 rounds), and sort of a big deal for the parabellum (every 250 rounds). I don't see that as a small detail that is missing.

Complaints about AI snipers just come back to the fact that we fire friggn' laser beams in RoF, not bullets. thumbsup

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#3560926 - 04/22/12 01:12 PM Re: Fixing the tail gunners? How much? [Re: Master]
Master Offline
meh
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Registered: 07/12/04
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Loc: NW Alabama, USA
I dont mean the sniping. Anyone who has flown one or gunned in the back knows that the only sniping is from the AI.

What I am talking about is this.

Originally Posted By: navair2
Oh, right...you mean the "overshoot-spin-around-and-get-stuck-facing-the-side-of-the-aircraft-instead-of-at-the-enemy" tendency of the rear gun position in 2-seaters or bombers...


The problem is that you do not directly control the gun. You control an aiming point that the gun swivels to at it's own leisure. If you place that aiming point (which you can not see in realistic mode) in a position where the gun can not aim to then the gun freaks out and points to a direction randomly away from the invisible aiming point. Then you run into the situation where the gun is no longer tied to the mouse because the pointer for the mouse is an invisible aiming point nowhere near where the gun is aiming. So you are frantically trying to get the gun to swivel back to where you were aiming and then the mouse locks up and the gun wont move.

I propose that the "wasd" keys control the ring movement directly a and d would turn the ring left and right and the ring would swivel freely instead of locking up after 40X degrees of rotation. The w and s keys would control the vertical height adjustment at a slower speed (while locking the gun movement so that you cant adjust the hight and still shoot the gun.) Then the mouse would control the gun directly as if in a first person shooter. There would also need to be some dispersion added for any sort of g-force from the pilot.

The problem with the current tail gun system is that it is not intuitive. You are not moving the gun when you move the mouse you move an invisible pointer which can get caught on things, lock up or send the tail gun veering off in a crazy direction unrelated to the invisible pointer.

I would rather have the gun movements directly controlled by the player and have the guns less accurate as would everyone I have talked with about this problem.

I understand that these guns were not easy to use but they were also not as defunct and what we have now. I have in fact used a very similar system mounted on the top of a truck bed and it was very easy to use and the gun always pointed where I wanted.

I am also serious. I am willing to pay money to have this problem fixed. I have bought the game (iron cross and a few cl2/dfw/gothas) for about 20 people the last 2 months and each one has pretty much walked away from the game over their hatred of the tail gunners. No one wants to gun for them because the gunner position is so unintuitive. This is a broken feature of the core game. When it first came out I chalked it up to needing refinement or patching but then it was never readdressed.

How much to readdress it? Or is this something that will never change? Because if that is the case you are loosing out on a large group of potential customers who fly bombers and 2 seaters.


Edited by Master (04/24/12 12:32 PM)
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#3560928 - 04/22/12 01:13 PM Re: Fixing the tail gunners? How much? [Re: RoFfan]
Master Offline
meh
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Registered: 07/12/04
Posts: 7280
Loc: NW Alabama, USA
Originally Posted By: RoFfan
Currently our rear gunners do not have to manually reload their weapons, which was a big deal for the Lewis gun (every 97 rounds), and sort of a big deal for the parabellum (every 250 rounds). I don't see that as a small detail that is missing.

Complaints about AI snipers just come back to the fact that we fire friggn' laser beams in RoF, not bullets. thumbsup


I am also completely fine with adding more restrictions to the gunners. They need to not all be 500rd belt driven guns with the belts hidden in 50rd drums.
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#3560931 - 04/22/12 01:19 PM Re: Fixing the tail gunners? How much? [Re: Master]
Master Offline
meh
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Registered: 07/12/04
Posts: 7280
Loc: NW Alabama, USA
Also while we are at it the gunner needs to be able to use the 2d instruments for the clock, compass as well as be given access to some more advanced instruments like a pocket altimeter and Anemometer as well as access to the flare pistol.

Generally speaking the gunner needs to be able to navigate the plane and give enough information to the pilot inside the bombsite so that he does not have to jump in and out of the site. I would prefer even more if the gunner (where appropriate) did the bombsite but I dont think that is possible at the moment.

Maybe release a field mod pack for the gunners that gives them access to some extra instruments. They do need at least the clock and compass though in the 2d instruments.
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