Remove or reduce the gun delay in armored vehicles

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TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Remove or reduce the gun delay in armored vehicles

Post by TeRR0R »

The gun delay was introduced to punish seat switching and soloing.
Now where you cannot gun without a driver anymore the gun delay should be removed or reduced at least.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Remove or reduce the gun delay in armored vehicles

Post by dbzao »

Why? If you really have a gunner it only matters for the first 30s you jump in the seat.

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[EC]DR.NOobFragger
Posts: 265
Joined: 2007-08-02 23:09

Re: Remove or reduce the gun delay in armored vehicles

Post by [EC]DR.NOobFragger »

TeRR0R wrote:The gun delay was introduced to punish seat switching and soloing.
Now where you cannot gun without a driver anymore the gun delay should be removed or reduced at least.
Yeah, lol its only 30 seconds. By the time you get out of base and into action your gun will be ready.
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Remove or reduce the gun delay in armored vehicles

Post by Jigsaw »

Its fine the way it is, there is no need to remove it.

Besides its also for r34l1zm ;)
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spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: Remove or reduce the gun delay in armored vehicles

Post by spawncaptain »

I know this thread is about the 'can't move the turret omg lol' thing, but what about the delay of the BMP 3's main cannon? Currently, when switching from 30 mm to 100 mm, you have to wait about 10 seconds until you can fire.
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Remove or reduce the gun delay in armored vehicles

Post by snooggums »

[R-DEV]dbzao wrote:Why? If you really have a gunner it only matters for the first 30s you jump in the seat.
Because it isn't necessary to have both the gun delay and the seating requirement. If the goal was to encourage teamplay one or the other is enough.

I don't think it needs removed but I would like to see it reduced (to say 10 seconds) so I don't have to watch the screen stutter when the driver is leaving main :)
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: Remove or reduce the gun delay in armored vehicles

Post by TeRR0R »

Sure, it's no big deal.
But i think the (long) delay is now an unnecessary gameplay element.

Or is there any important reason why this should be kept?
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Remove or reduce the gun delay in armored vehicles

Post by Ccharge »

its for realism. Its also to prevent the gunner from hoping out then hop back in to pwn targets. In real life tank gunners rarly leave the turret in combat...

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ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Remove or reduce the gun delay in armored vehicles

Post by ReadMenace »

To discourage things like a armored vehicle crewman dismounting to perform an arrest on a suspected collaborator (Yes this happened to me recently,) then mounting up again.

-REad
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: Remove or reduce the gun delay in armored vehicles

Post by TeRR0R »

[R-CON]ReadMenace wrote:To discourage things like a armored vehicle crewman dismounting to perform an arrest on a suspected collaborator (Yes this happened to me recently,) then mounting up again.
Hey, i asked for important reasons! ;)
Last edited by TeRR0R on 2009-07-29 19:24, edited 1 time in total.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Remove or reduce the gun delay in armored vehicles

Post by bloodthirsty_viking »

so whene someone farts inside the apc, they can open the back door, and its to simulate opining the back door=P


actually, i like it like it is,

if you get out of the tank (im not sure but im guessing') you should take the round out of the tank.. so the gettin in simulates reloding the tank.. but is there anyway to move the turret yet still not being able to shoot?
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Remove or reduce the gun delay in armored vehicles

Post by snooggums »

[R-CON]ReadMenace wrote:To discourage things like a armored vehicle crewman dismounting to perform an arrest on a suspected collaborator (Yes this happened to me recently,) then mounting up again.

-REad
Can't the driver just do that instead of the gunner? I'd keep the gunner in so they could cover.
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: Remove or reduce the gun delay in armored vehicles

Post by Cheditor »

The thing is 1 SAW gunner could of easily stopped that with 2-3 bursts.
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Cpl.Small
Posts: 2015
Joined: 2008-11-25 23:06

Re: Remove or reduce the gun delay in armored vehicles

Post by Cpl.Small »

No need to change it, it's just simulating all the things that the gunner would be doing when he first jumps in
TeRR0R
Posts: 451
Joined: 2007-10-20 10:33

Re: Remove or reduce the gun delay in armored vehicles

Post by TeRR0R »

[R-COM]Cpl.Small wrote:No need to change it, it's just simulating all the things that the gunner would be doing when he first jumps in
if you must compare with IRL: I doubt a gunner need 30 seconds to get ready after he entered the vehicle.
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Remove or reduce the gun delay in armored vehicles

Post by Ccharge »

need time for turret electricity to start working, shell to be put in place, Cameras to be activated, and theres also a safety check list so that nothing goes wrong in combat.
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