Tank Machine Gunner - Binoculars?

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Zavior
Posts: 4
Joined: 2007-12-06 15:00

Tank Machine Gunner - Binoculars?

Post by Zavior »

Currently there are 3 spots in tank, the driver, gunner and the third slot on the top of the tank for the machine gun. While the two other serve a direct purpose, the guy on the top feels.. limited.
He can only access the gun, with no zoom whatsoever. Most of the maps with tanks are quite big with large open areas, his machine gun is of no use for the most of the time. It would be nice if this slot had access to binoculars in addition to the machine gun. I dont really see a reason why he should not be able to use binoculars there, as for the most of the time he is only looking around for possible targets to relay for the guy using the main gun - with binoculars this would be easier.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Tank Machine Gunner - Binoculars?

Post by Gore »

I totally agree with this!
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: Tank Machine Gunner - Binoculars?

Post by Ragni<RangersPL> »

It was already suggested ;)

(I like this idea :D )
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:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Tank Machine Gunner - Binoculars?

Post by Rudd »

Ragni<RangersPL> wrote:It was already suggested ;)

(I like this idea :D )
QFT
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hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: Tank Machine Gunner - Binoculars?

Post by hall0 »

Zavior wrote: I dont really see a reason why he should not be able to use binoculars there, as for the most of the time he is only looking around for possible targets to relay for the guy using the main gun - with binoculars this would be easier.
I see one reason BF2. As i know you can only use the vehicle weapon or yours in this situation binoculars. Theres no posibility to mix it. So you have now to deside between the binoculars or the .50 cal. I would choose the .50cals :)
Colt556
Posts: 352
Joined: 2008-06-06 11:42

Re: Tank Machine Gunner - Binoculars?

Post by Colt556 »

Actually hall, even if you can't use YOUR binocs you could easily put in another weapon for the .50 cal. Just switch weapons and suddenly you get a binoc weapon view, and you can zoom and whatnot. Then switch weapons again and you're back to the .50 cal.
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: Tank Machine Gunner - Binoculars?

Post by Skodz »

I would also like to have binocular + the .50 cal on that position.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Tank Machine Gunner - Binoculars?

Post by gclark03 »

It's probably going to be in 0.8, and if it isn't, there will probably be a very good reason for its absence.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: Tank Machine Gunner - Binoculars?

Post by =Romagnolo= »

re-re-re-re-r-e-a-er-er=-resugesttion.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
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[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
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(yes, it was about me)
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Tank Machine Gunner - Binoculars?

Post by Scot »

still a good one!
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Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: Tank Machine Gunner - Binoculars?

Post by Skodz »

/ASF/.Venom wrote:but isnt the job of the binoc guy to spot enemy tanks like 1km away? its a bit pointless in most maps in PR..dont get me wrong it would be useful on EJOD(?) Kashan and a few others, but when most tank engagements are <1km i feel its a bit pointless...
No, giving him binocular would make him a third eye for the tank.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Tank Machine Gunner - Binoculars?

Post by Gore »

Example in Kashan where you're probably sitting on the hill in a tank, you can't help by sitting there at the 50. And it's not the most comfortable thing hopping out to spot.

Having a set of binocs in this situation allows you to help, and spot for the gunner.
The ability of spotting that lone wolf sniper, shooting at you from behind.. "ding.. ding...... ding.." also increases alot. So you won't loose your engineer all the time, 'cause he has a chance to take care of himself.
Lexus@[gp]
Posts: 204
Joined: 2008-01-05 12:37

Re: Tank Machine Gunner - Binoculars?

Post by Lexus@[gp] »

Another mod, point of existence, had some 4 wheel drive suv's that had a top mounted machine gun that the second guy operated. He was in a closed in position, and his gun was zoomed in to some extent, but surely the same thing could be done when the machine gunner gets in the tank, but is still exposed like in the position he is now (still vunerable to snipers etc), if you understand what I mean.
I don't think his zoon should be too great, maybe just the first zoom like the sniper rifle for example. Too much zoom and it would give the tank an even greater advantage than it already has. Plus, the 50 is also used as a bit of close protection when a spec ops or engineer trys to get up close, so too great a zoom would be very awkward for this close protection.
The best way to do it would be to make it two stage, but the first stage should not really have any zoom, and the second, like I said should have a zoom similar to a marksman etc.
LRN
Posts: 8
Joined: 2008-04-16 08:13

Re: Tank Machine Gunner - Binoculars?

Post by LRN »

Yup good idea. Something like default is the machine gunner post however when pressing and holding mouse button 2 binoculars view is active. Perhaps adding a little delay would be nice.
Last edited by LRN on 2008-07-05 20:06, edited 1 time in total.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Tank Machine Gunner - Binoculars?

Post by lucky.BOY »

I think I has a idea :)
We can make 3rd position's escape place (or what its called) to be the same place where he is while inside the vehicle, and there (because crewman has got binocs), he can pull them out and use.

Pros - possible solution

Cons - dunno what happens if the tank starts to move, dunno if tanks coll mesh allows this. This cant be used on jeeps, where i would like to see binocs used too.

Discuss, please.

-lucky
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Tank Machine Gunner - Binoculars?

Post by killonsight95 »

good idea although people could use it for sniping from tanks?, and if it moved they would probs die. Also how would they get out of the tank? jump?
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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: Tank Machine Gunner - Binoculars?

Post by Elektro »

gclark03 wrote:It's probably going to be in 0.8
I have a feeling that it wont make it to .8

Maybe .95?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Tank Machine Gunner - Binoculars?

Post by Rhino »

lucky.BOY wrote:I think I has a idea :)
We can make 3rd position's escape place (or what its called) to be the same place where he is while inside the vehicle, and there (because crewman has got binocs), he can pull them out and use.

Pros - possible solution

Cons - dunno what happens if the tank starts to move, dunno if tanks coll mesh allows this. This cant be used on jeeps, where i would like to see binocs used too.

Discuss, please.

-lucky
Its possible as it is to make bicos for the MG position its just quite a bit of work to do it and since the position is hardly used, we have better things to do right now :p

Adding anouther "player position" would mean you could get a 4th player in a tank which we certainly do not want.
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Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: Tank Machine Gunner - Binoculars?

Post by Cossack »

Damn, the gunners position is the... I cant tell it in word. Give him at least zoom, like HMG.
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