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Posted: 2007-09-15 05:29
by pasfreak
i support it

Posted: 2007-09-15 09:05
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

Posted: 2007-09-15 09:49
by General Dragosh
All hail the mighty suggester....

That would be really great to turn the turret with the keyboard !

Posted: 2007-09-15 17:22
by Gyberg
Do I sense some bitternes mongol?

Posted: 2007-09-15 18:33
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