Broken Turret Stab\Accel

Locked
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Broken Turret Stab\Accel

Post by Mineral »

If we are just gonna start re-quoting already done post I will lock the thread :p Come on guys. I'm sure you can find new points to bring up instead of just becoming spambots.
Image
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: Broken Turret Stab\Accel

Post by Scubbo »

Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Broken Turret Stab\Accel

Post by Cavazos »

Raklodder wrote:Wouldn't it be simpler to kick people who abuse the system rather than changing it all together?
You can't force admins of different servers to watch players for turret traverse speed. That just isn't going to happen.
Diemarco wrote:I dont really post often on here but coming from someone who is actually qualified turret operator gunner for a LAV3 and has opperated a LEOC2 and a LEO2A4/6 Turret when the gunner traverses the turret as fast as possible and then releases the stick the turret comes to a violent hault, not simply continuing for several degrees off target. If this game is willing to go to the UK and record sounds of vehicles and is truely PROJECT REALITY lets make it realistic and use joystick controls and inputs WASD. Its a solution that will not "NURF" the armour assets as people have discussed here. Lastly, stop with the "buthurt" comments and dismissing people who are making valid points or who are speaking from experience. it just shows a lack of understanding on your part and defeats the purpose of a discussion.
How does the speed of the LAV turret compare to in-game? Not including the stopping speed of it.
Last edited by Cavazos on 2015-11-06 23:38, edited 1 time in total.
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Broken Turret Stab\Accel

Post by Raklodder »

'[TP wrote:Cavazos;2105034']You can't force admins of different servers to watch players for turret traverse speed. That just isn't going to happen.
Indeed not, that wasn't my intention, but if the community as a whole would take more responsibility on reporting such exploitative actions then this wouldn't have been a problem to being with - I'm trying to stay as neutral as possible.
Last edited by Raklodder on 2015-11-07 00:00, edited 5 times in total.
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: Broken Turret Stab\Accel

Post by Scubbo »

it's not an exploit, it's making it a fun good game, if you want to be invincible inf, play inf only layers :| inf should fear armour at any point in the game, and it was pretty damn good (better than any other game) up until 1.3.5 where the game is just meh now.
=-=kittykiller
Posts: 282
Joined: 2012-02-12 18:43

Re: Broken Turret Stab\Accel

Post by =-=kittykiller »

turret system doesnt work we all know that good try back to the drawing board for v2.0
Menuen
Posts: 101
Joined: 2014-01-16 10:49

Re: Broken Turret Stab\Accel

Post by Menuen »

blayas wrote: And one thing I did not realize you had commented about the time of vehicles respawn, they are acceptable now, they should be high for each destroyed vehicle is a victory and a big real hindrance to the enemy team that will run out its support for a long period.
The highest respawn time leads to a more strategic and realistic game, where the vehicles crews should really think before everything and work as a team.
Vehicle respawn was like that for a long period of time. When you lose it you have to wait 20-15 minutes for better APC and 10 minutes for really shit one. In 20 minutes you can win the game but in most of the times there is 100-150 tickets left.

The main problem now is that APC's are just useless for normal players (weaker players are just missing everything), Asset whores know camping spots and they are just camping and shooting from far away , You cant do MECH inf or you just can't help your INF in attack. You are saying that you need to cooperate with INF, that they need to cover you. That's bullshit, last time when I was thinking I'm safe ( I was in the tank next to 2 full squads of our INF) the C4 guy showed up and C4'ed my Tank. Also if someone know how to use LAT will just crouch behind the cover and he will just stand up for 2 or 3 sec and he will kill you or he will damage you badly, If you are tracked you are fucked up (Repairing from Logi is taking 5 or 7 minutes). Before you could kill him in those 3 seconds now its impossible even if you are aiming just next to him... Next thing that COAX is not needed any more (most of time INF is just Dust'ing and It's hard to hit with it) maybe for suppression. Also in every INF squad you always have at least 1 LAT and and if you don't know you can take up to 3 LAT's in one squad.

Remember we don't want this game to be as most realistic as it can be, we want it to be balanced and fun. If I wanted to play milsim I can play Arma. Also many people are saying that this turret acceleration is not realistic (In my opinion its true).

If someone said that now Asset whores cant kill many people that's not true. Also round was never won by 1 tank or 1 CAS, if INF is good enough they will win round anyway even if CAS Tank or APC have 80 kills or more and most of the time when someone have 80+ kills its becouse enemy team is not building TOW or AA and they have bad LAT's and HAT's. So I Think DEV's should change this turret system to old one or delete this acceleration and make turrets slight faster.
Last edited by Menuen on 2015-11-07 01:03, edited 1 time in total.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

Removed yet another ridiculous comment by my cousin. Don't worry, he isn't gonna be allowed to post anymore on my account.


Might have to get a cancer screening as his comments were that ridiculous.
Last edited by matty1053 on 2015-11-07 05:35, edited 1 time in total.
DETROIT TIGERS
Image
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Broken Turret Stab\Accel

Post by X-Alt »

matty1053 wrote:Again...
-snip-
This is not 1941, this is 2015 where an AFV can engage targets in a matter of seconds.
Menuen
Posts: 101
Joined: 2014-01-16 10:49

Re: Broken Turret Stab\Accel

Post by Menuen »

matty1053 wrote: I guess it's too hard for you to get 40+ kills as a tank gunner or APC gunner. I get it.
lol :D It's bit harder but still if enemy team cant use LAT's you can get 40+ kills easly :) Image
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: Broken Turret Stab\Accel

Post by blayas »

Realistic speeds to traverse does not make invincible infantry, quite the contrary, it is with these little additions that makes room for implementing other realistic features like FCS, if only to calculate the lead.
? Just let the devs fix inertia.
Menuen
Posts: 101
Joined: 2014-01-16 10:49

Re: Broken Turret Stab\Accel

Post by Menuen »

FCS would be to OP...
PricelineNegotiator
Posts: 1382
Joined: 2009-08-30 04:32

Re: Broken Turret Stab\Accel

Post by PricelineNegotiator »

blayas wrote: The highest respawn time leads to a more strategic and realistic game, where the vehicles crews should really think before everything and work as a team.
I agree with your post, but there is a limit to the amount of teamplay that you can expect during a standard round. Basing your mechanics on level of teamplay or coordination that is only present in tournaments will get you no where. When was the last time you had the whole team operating to try and find each and every anti-air asset before they called in CAS? I've never seen it done in the last 5 years.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

Well, after playing some rounds tonight for once... I do agree with majority of the folks on here posting against the turret slide.

Certainly it has a food potential to be good. But after watching some videos online... the sliding I'd false on a lot of the assets.

The Abrams for sure can stop on a dime. And I'm sure most post 80's assets can too.

I could see this working with the T62, and older tanks. But that's just me.

A few tweaks will fix her up.
DETROIT TIGERS
Image
Scubbo
Posts: 264
Joined: 2014-09-06 06:13

Re: Broken Turret Stab\Accel

Post by Scubbo »

so matty1053 you commented many times without actual experience, thanks buddy.
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: Broken Turret Stab\Accel

Post by [F|H]Zackyx »

Scubbo wrote:so matty1053 you commented many times without actual experience, thanks buddy.
Sad but i think lots of the early positive comments are from people like him.
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: Broken Turret Stab\Accel

Post by [F|H]Zackyx »

PricelineNegotiator wrote:I agree with your post, but there is a limit to the amount of teamplay that you can expect during a standard round. Basing your mechanics on level of teamplay or coordination that is only present in tournaments will get you no where. When was the last time you had the whole team operating to try and find each and every anti-air asset before they called in CAS? I've never seen it done in the last 5 years.
This delusional claims and reality denial is what is killing the game play. I spent countless round trying to get reliable intel from other squad leaders which almost never happen and when they give information most of the time is incorrect or too late.

I came to the conclusion that i should only trust players that i know personally and never trust randoms.

I died countless times in assets from bad lazes, inaccurate intel, unreported TOW/AA ...
Even with well organized tournament and teams this kind of "teamwork" is really hard to reach, trying to get that in pub game is impossible.

But yet people people keep claiming that one day this unicorn (high level team play) is gonna appear out of no where and random player will all be united and teamwork & communicate in a milsim fashion...

Trust me unicorns don't exist and this day will never come. It only exist in well edited video (60 seconds videos are a good example).
[KSK]Eichhoernsche
Posts: 16
Joined: 2013-05-31 17:27

Re: Broken Turret Stab\Accel

Post by [KSK]Eichhoernsche »

I also dislike this new turret implementation. seriously, why was there a need to change the pre 1.3.5 implementation? why do we need to optimize things no one was ever complaining?
for me, doing any kind of tank or apc is no longer fun at all, so I would really appreciate to change the implementation to the previous one. if you dont, all the cmpetent vehicle operators will no longer operate the vehicles and we will loose nice teamplay in a combined warfare scenario.

Edit: if you want to prevent people from moving the turret faster than it actually could: why dont you introduce deviation to vehicles, which is tied to the movement speed. if people continue to move faster than they could, they'll probably miss their target.
Last edited by [KSK]Eichhoernsche on 2015-11-07 12:23, edited 1 time in total.
lapointe3
Posts: 17
Joined: 2010-07-02 17:58

Re: Broken Turret Stab\Accel

Post by lapointe3 »

TO THE DEVS :

Why don't you make a quick hotfix to go ba kto the previous system, while you discuss and fix the inertia issue ?

This way, it would solve this. We would not be talking for 30 pages ...
And it would give you time.
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Broken Turret Stab\Accel

Post by Raklodder »

lapointe3 wrote:TO THE DEVS :

Why don't you make a quick hotfix to go ba kto the previous system, while you discuss and fix the inertia issue?
This way, it would solve this. We would not be talking for 30 pages ...
And it would give you time.
How come nobody mentioned that on page one?
Locked

Return to “Vehicles”