this is just a quick suggestion. I've searched, nothing turned up.
what i'm asking for is for the merlin door to be useable from the pilot position. since the look left/look right commands don't work and the pilot is the best person to control the door since he/she is in control of the aircraft.
my reasons.
crewcheifs are rarely stationed on merlins. most of the time the pilot serves as the captain, navigator and recon officer.
pilot knows when to use the ramp.
people in the secondary position either
don't know how to use the ramp
know how to use the ramp and are constantly moving it up and down in hopes of creating extra lift or just for fun
fire1/fire 2 keys are unbound for the merlin pilot
if the ramp is down and the pilot is trying to do a difficult landing the ramp will either
catch on to small statics and flip the merlin
makes horizontal (similar to landing a plane) landings much harder.
i wouldn't expect this to be hardcoded, and i don't think this would require as much effort as the average "I want a C130 that i can walk around in and f@strope out of" suggestion.
Good idea, too add, is there anyway for the hud to display if the door is closed or not? When ever I'm flying I always get confused. It makes drop offs whilst hovering harder whilst the ramp is open and leads to TKs.
robbo wrote:I think having a GPMG on the rear door would be a good idea.
lol that liket he third post in 5 mins i seen u askin or a GPMG in game
i think i know wat u will be doin when it is used
anyways have to agree with both suggestons, as atm the merlin dont have anyhtin to help it, as most of the other helis have50. or miniguns pokin out te side
Ecko wrote:Good idea, too add, is there anyway for the hud to display if the door is closed or not? When ever I'm flying I always get confused. It makes drop offs whilst hovering harder whilst the ramp is open and leads to TKs.
yeah, this would be helpful, if not, then they can just bind ramp down to left mouse, and up to right mouse.
as for the GPMG, imagine if the gunner is on the ramp and the ramp goes up will the gunner be at like a 50 degree angle just holding onto the gun?
WNxCareBear wrote:lol that liket he third post in 5 mins i seen u askin or a GPMG in game
i think i know wat u will be doin when it is used
anyways have to agree with both suggestons, as atm the merlin dont have anyhtin to help it, as most of the other helis have50. or miniguns pokin out te side
have you fired the GPMG on the land rover its f**king awesome
Yeah most helis have a .50 or mini guns on but oh well, the Lynx has a .50 on it, just depends on the task at hand.
Last edited by robbo on 2007-09-09 10:43, edited 1 time in total.
Yeah what would happen to the gunner when the ramp goes up. But yeah both really good suggestions.
Guess the gunner will just be stuck looking at nothing when door is closed which might actually make the the job of the pilot controlling the door more usefull.
Pilot can leave it closed on takeoffs and landings and open when in the air and when safely landed.
ya becuase he can see how low tey are to the ground but the co=pilot makes people use teamwork and not have 1 guy control everything. What if u did taht to very her. made a door or something the a CO-pilot controls.(BH-Side doors.)
If i remember right, there are lag issues with having another seat in the merlin, so it would be hard to have a GPMG in there, along side a whole squad. Perhaps the ramp controls could be given to the GPMG gunner and another passenger seat instead of the co pilot.
If i remember right, there are lag issues with having another seat in the merlin, so it would be hard to have a GPMG in there, along side a whole squad. Perhaps the ramp controls could be given to the GPMG gunner and another passenger seat instead of the co pilot.
...mongol...
Ya just remove the seat in the middle. Half the time when u do a water drop u are TKed because he takes off thinking everyone is out.
Like it. Speaking of a C-130, why not put that on a 12km night map. There are only about 10 out there, and they're used for Spec-Ops missions so they might be a good idea there. And, PLEASE give them some sort of I/R sight. They will still have to communicate with ground troops and use the minimap if they want to avoid FF though.
Also, here would be loadout
Pilot
-Controls Aircraft
Co-Pilot
-Has infra-red sights with 20x magnification
Gunner 1
-Has I/R sights with 10x mag.
-Has control of 2 miniguns X 2400 rds. each (1200 rpm, you know?)
Gunner 2
-Has I/R sights with 5x mag.
-Has control of 1 cannon X 900 rds. (same thing as APC one's)
Gunner 3
-Has I/R sights with 2x mag
-Has control of howitzer X 30 shells (basically fires same stuff that cmdr. arty does - can take out a tank)