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
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.
Now where you cannot gun without a driver anymore the gun delay should be removed or reduced at least.
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dbzao
- Retired PR Developer
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Re: Remove or reduce the gun delay in armored vehicles
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
Yeah, lol its only 30 seconds. By the time you get out of base and into action your gun will be ready.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.

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Jigsaw
- Posts: 4498
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Re: Remove or reduce the gun delay in armored vehicles
Its fine the way it is, there is no need to remove it.
Besides its also for r34l1zm
Besides its also for r34l1zm
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"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
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spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: Remove or reduce the gun delay in armored vehicles
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
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Re: Remove or reduce the gun delay in armored vehicles
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.[R-DEV]dbzao wrote:Why? If you really have a gunner it only matters for the first 30s you jump in the seat.
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
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TeRR0R
- Posts: 451
- Joined: 2007-10-20 10:33
Re: Remove or reduce the gun delay in armored vehicles
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?
But i think the (long) delay is now an unnecessary gameplay element.
Or is there any important reason why this should be kept?
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Ccharge
- Posts: 308
- Joined: 2008-08-05 16:03
Re: Remove or reduce the gun delay in armored vehicles
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...
kthxbai
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ReadMenace
- Posts: 2567
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Re: Remove or reduce the gun delay in armored vehicles
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
-REad
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TeRR0R
- Posts: 451
- Joined: 2007-10-20 10:33
Re: Remove or reduce the gun delay in armored vehicles
Hey, i asked for important reasons![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.
Last edited by TeRR0R on 2009-07-29 19:24, edited 1 time in total.
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bloodthirsty_viking
- Posts: 1664
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Re: Remove or reduce the gun delay in armored vehicles
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?
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
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Re: Remove or reduce the gun delay in armored vehicles
Can't the driver just do that instead of the gunner? I'd keep the gunner in so they could cover.[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
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Cheditor
- Posts: 2331
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Re: Remove or reduce the gun delay in armored vehicles
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
No need to change it, it's just simulating all the things that the gunner would be doing when he first jumps in
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TeRR0R
- Posts: 451
- Joined: 2007-10-20 10:33
Re: Remove or reduce the gun delay in armored vehicles
if you must compare with IRL: I doubt a gunner need 30 seconds to get ready after he entered the vehicle.[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
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Ccharge
- Posts: 308
- Joined: 2008-08-05 16:03
Re: Remove or reduce the gun delay in armored vehicles
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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