Using Arrows/WASD keys for turret control

Suggestions from our community members for PR:BF2. Read the stickies before posting.
pasfreak
Posts: 645
Joined: 2007-07-13 01:50

Post by pasfreak »

i support it
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."

"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Post by Darkpowder »

Best input for turret control is a pressure sensitive sensitive touchpad with some trigger controls, and rather frighteningly like a console controller.

http://www.afvsim.com/

Check out the in-development section for an idea of the Challenger 2 Hand Controls, and on that site for other AFV controllers.

Who wants one! :D
Last edited by Darkpowder on 2007-09-15 09:13, edited 1 time in total.
General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Post by General Dragosh »

All hail the mighty suggester....

That would be really great to turn the turret with the keyboard !
[img][/img]Newly ordered sig !


Gyberg
Posts: 709
Joined: 2006-08-04 23:36

Post by Gyberg »

Do I sense some bitternes mongol?
Image
Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
billdan
Posts: 319
Joined: 2007-04-13 22:58

Post by billdan »

If this was implemented correctly, it would not only benefit tank vs tank combat (for the sake of realism), it would also benefit tank vs infantry combat realism

right now, the combat engineer class is a spawn kit whilst the LMG gunner isn’: wtf. Are there really more sappers than saw gunners in an infantry platoon?!
None of the spawn classes should have the ability to defeat armor. Specops will be overhauled and limited in .7
I hope this will be the same with engineers. Destroying a tank by planting a mine in front/back of it while the tank is manned, and then pushing it into the mine by using C4 is ridiculous and arcady.

In .7 tanks will have much more sound occlusion (unable to hear infantry footsteps) while inside of them, and crewmen will have no more wrenches. If tank turret speed/precision is slowed as well, there will be no need for unlimited-landmine throwing-suicidal engineer charges and ninjas.

I must confess. the single biggest reason why I want tanks made less effective against infantry and engineers limited is a change made to the HAT kit.
There should only be 1 HAT soldier (and one sniper) on each team. The HAT should be made more powerful (enough to sound alarm when hit on top/back/under) and the zoom should return.

Javelin

Srry for hijacking the thread
|TG-69th|Mix0lydian in-game
Post Reply

Return to “PR:BF2 Suggestions”