New vehicle-gunnery controls

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SnakeTheFox
Posts: 28
Joined: 2008-09-17 19:36

New vehicle-gunnery controls

Post by SnakeTheFox »

This may have been suggested or shot down before, I don't know.

But I'll cut straight to the chase; vehicle gunnery (with the exception of mounted 12.7mm/7.62mm guns on the FAV/Vodnik/HMMWV/etc) needs to be default controlled with the 'WASD' keys.

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It may be possible do this by altering the controls from the options, I haven't tried so I don't really know. But it needs to be made so that (like the ZIS-3 from some of the militia maps) controlled using the 'WASD' keys.

Not only is this much more realistic to controlling a real tank (generally moving on only one axis at a time), but makes the game look more realistic, and makes it more balanced. No longer will it be so damn easy to shoot down helicopters with the tanks main gun (I understand this can happen in real life, but it isn't likely to happen as much as in PR), I'd even say it's easier to shoot down helicopters with the main gun in PR than it is in vBF2 (mainly due to the zoom).

The only issue I see with this, is A: I don't know if people could just edit their options and make it go back to mouse-aiming, this making the game unbalanced for newbies because they have to use the much more realistic 'WASD' method, and issue B: you would need to make the AA vehicles manned by 2 instead of one (which should have been done along time ago anyhow).

Of course, this is also concerning the APC/IFV pool too.

I really think this would make PR a much more realistic and balanced experience.

But, let's hear everyone else thoughts.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: New vehicle-gunnery controls

Post by Mora »

I kinda agree with you :)
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: New vehicle-gunnery controls

Post by DeltaFart »

Hey hey this guy must be related to M Warren good suggestion
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: New vehicle-gunnery controls

Post by General_J0k3r »

i picture 1337 nme spec ops running circles around apcs/tanks creaming their pants coz they cant hit em :D
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: New vehicle-gunnery controls

Post by DeltaFart »

Well then you get the gunner on top to hose him, thats what its for
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: New vehicle-gunnery controls

Post by Zimmer »

haha through but then you have to have a .50 on top.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: New vehicle-gunnery controls

Post by Rudd »

if this is more like the tank controls IRL, i'm all for it, realistic turret movement ftw
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General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: New vehicle-gunnery controls

Post by General_J0k3r »

Zimmer wrote:haha through but then you have to have a .50 on top.
true, true. i just wanted to be a little defaetist ;)

what about the poor militia though.. ;)
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: New vehicle-gunnery controls

Post by Mongolian_dude »

I remember asking a DEV about this also, but the response i recieved was 'Hard coded'.
Im not sure how true this stands today, so I will leave this thread open for a insighted response, despite being suggested before.

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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: New vehicle-gunnery controls

Post by Celestial1 »

Red Orchestra has this system of Turret-movement.

It works out well. It's very easy to keep the turret steady, especially when moving.


Honestly, I'd like to see better handling regarding armor, considering when going over somewhat uneven ground you bounce more than a crackhead naked on a trampoline with springs on the bottom of his shoes.


I'd like to see it, but I don't think it'd be possible. But I obviously could be very wrong.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: New vehicle-gunnery controls

Post by Solid Knight »

Armor is going to get owned hard with these controls. Then again, I guess whoever bumps up the turret sensitivity the most would win.
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: New vehicle-gunnery controls

Post by hx.bjoffe »

AT-cannons on Fools Road also have these controls..
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: New vehicle-gunnery controls

Post by Alex6714 »

Sounds good. People with a high dpi mouse otherwise have an uber advantage and it would in my opinion make it more realistic.

Maybe use the arrow keys instead? That way it can work for the AAVs.
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TF6049
Posts: 584
Joined: 2007-03-29 03:24

Re: New vehicle-gunnery controls

Post by TF6049 »

I dislike the idea. I have tried it on other games, and I can't seem to hit the side of a barn (you also lose some acute control - think if an arrowtap moved you 2 pixels but you needed a one pixel move). If it was compatible with a joystick, I might reconsider it.
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: New vehicle-gunnery controls

Post by Tirak »

Turret turn rates are coded in, so the better mouse doesn't have an advantage, I'd like to see WASD as secondary controls, but keep the mouse so that fine aiming can be done.
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bad_nade
Support Technician
Posts: 1499
Joined: 2008-04-06 18:26
Location: Finland

Re: New vehicle-gunnery controls

Post by bad_nade »

Tirak wrote:Turret turn rates are coded in, so the better mouse doesn't have an advantage
Doesn't seem to help. Logitech G9's five-step sensitivity adjustment works wonders on turret turn speeds. I use 200 dpi on max zoom to get pinpoint accuracy and 3200 dpi without zoom to get that thing turn.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: New vehicle-gunnery controls

Post by LithiumFox »

sounds awesome, much more realistic sounding =D

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daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: New vehicle-gunnery controls

Post by daranz »

I don't really think this is such a good idea. First of all, while in real tanks you don't get a mouse, you usually get an analog control stick or something of that kind to allow you to precisely control the turret. If you had just four keys to control the turret movement, you wouldn't have that sort of control. You wouldn't be able to quickly turn the turret around while still retaining the ability to make very small adjustments when firing. You'd have to have a compromise somewhere in between, and that's not what happens in real life. Turrets of modern MBTs are capable of quick movement for a reason.

Second of all, in real life, turrets are stabilized. Yes, we have some stabilization in PR, but for the most part, it sucks. Nobody fires on the run anyway. Fortunately, having mouse controls allows us to make minor adjustments to compensate for bumpiness more easily.

On top of that, I use ESDF.
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DeadSmile187
Posts: 172
Joined: 2007-12-17 16:24

Re: New vehicle-gunnery controls

Post by DeadSmile187 »

I like this idea , i played Red Orchestra 2 with the Tank and it works fine.
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