With my lowest dpi setting (200dpi) it takes a lot more than 7 secs do a full circle with tank turret, but with the highest (3200dpi) it's just a flick of the mouse.BreepZz wrote:Are you saying that with your mouse it takes 7 seconds?
Abrams turret gun 360°
- bad_nade
- Support Technician
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- Location: Finland
Re: Abrams turret gun 360°
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chrisweb89
- Posts: 972
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Re: Abrams turret gun 360°
Don't forget that in the CA version you can bind your mouse to control the vehicle movement and therefore the turret.
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: Abrams turret gun 360°
Actually, it is realistic. It's called skirmishing and hit and run. You run in, blast the shit out of everything, and run out. Bradly's in Iraq don't go running ahead at full speed because they have a different mission to fulfill, but in an assault map like Muttrah city, where speed is key and keeping your enemy off balance will determine the fight, the APCs are used quite properly. What would take even more teamwork would be to organize yourselves to set up ambush points, or hunter killer teams. Everyone on the team would have to work together to pinpoint and destroy the APCs, but that's too much hard work huh?CanuckCommander wrote:Of course it IS, did I say it wasn't? But you know what isn't realistic? Having 2 LAV 25 driving full speed through Muttrah city into enemy territory guns blazing being able to have 360 degree turret coverage easily because it can turn all the way around as fast as 3 seconds or less. I'm sure Bradley's in Iraq roam through Baghdad outside of the green zone by themselves at FULL SPEED while shooting off their cannons like the crew in is a lowrider in Compton, Los Angeles.
I don't see what the problem with WASD is really. If you have it, your enemy has it too, so it balances it out. Plus, you'll have to stop to fire anyways, unless PR devs also include CA's vehicle lock-on mode.
What you get essentially with WASD is more teamwork on a TEAM LEVEL, with INF and APC moving together as support. Currently in PR, APCs usually transport INF and drop them off, support them if enemy is nearby if not they go off on their own little hunting party to kill off people until the INF calls them back again. So basically, this is squad level teamwork with APC squad working as one and INF squad working as one. When you have APC and INF squads relying on each other to survive, then that is TEAM-LEVEL coordination.
If you want to talk about APCs working with and supporting infantry, look at Qwai River. Strykers are too lightly armed to go on hit and run raids, and the terrain favors infantry heavily, so on a good match, they'll work in close concert with infantry. Ramiel plays out the same way. Trying to make decisions like this based on one map where APCs are used in a style you don't agree with is ludicrous. Different maps will call for different tactics depending on the objectives and assets you have to accomplish them.
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BreepZz
- Posts: 121
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Re: Abrams turret gun 360°
National Geographic, "On the borders of the science" in french, chars' evolution. Abrams can takes 7 seconds to do 360° ( R-DEV ninja said 8.4, good).
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Donatello
- Posts: 145
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Re: Abrams turret gun 360°
agreed about WASD. much more realistic.
then crewmans will stop using tanks against flying helicopters (with mouse its too easy).
then crewmans will stop using tanks against flying helicopters (with mouse its too easy).
nickname: =WAR= Kadart
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BreepZz
- Posts: 121
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Re: Abrams turret gun 360°
And in reality:
The gunner adjusts his shoot, while the tank leader find the next target, he press a button, and after the first shoot of the gunner, the turret moves automatically to the next target, the gunner adjusts again etc... etc... Amazing.
(Abrams: 1gunner,1pilot, 1rearmer and 1 leader, but with PR it's impossible to take 2 guys more from the battlefield to fill a tank, 64 players max... But you can do the automatically target, may be))
The gunner adjusts his shoot, while the tank leader find the next target, he press a button, and after the first shoot of the gunner, the turret moves automatically to the next target, the gunner adjusts again etc... etc... Amazing.
(Abrams: 1gunner,1pilot, 1rearmer and 1 leader, but with PR it's impossible to take 2 guys more from the battlefield to fill a tank, 64 players max... But you can do the automatically target, may be))
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Herbiie
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Re: Abrams turret gun 360°
'm living proof of that - it used to take me around 13 - 14 seconds to turn it round with a crappy ball mouse & a small spaceJigsaw wrote: On the other hand someone with a basic mouse will take far longer to turn the turret.
I also have to agree that I prefer the WASD - it makes manual movement of the turret much more realistic imho (I have't operated a MBT turret, but it Can't be that different from a Scimitar) and it looks alot more realistic, and alot smoother, than using the mouse, and as for the Challenger 2 I believe the control is a joystick-type thing (No I can't show any sources - Oh no wait! It's against the Official Secrets act so if anyone posts a Pic they are conducting a major breach of the Law :roll
Also breep - that will never be possible with the BF2 Engine.
In CA does the Turret snap onto lazes? And doe sit in PR (I've never actually got a laze so I've always fired manually)
Also APCs ARE NOT used properly on Muttrah - on Muttrah they act like Mini-Tanks, something a LAV especially is not - APCs drive their troops to the Target and then give covering fire, usually from a stationary position (Unless there's a threat of them beign hit by anything bigger than an AK) - my source for that is the Army Recruiting DVD (Watch the armoured/mechanized Infantry part)
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CanuckCommander
- Posts: 431
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Re: Abrams turret gun 360°
Herbiie wrote:'m living proof of that - it used to take me around 13 - 14 seconds to turn it round with a crappy ball mouse & a small space
I also have to agree that I prefer the WASD - it makes manual movement of the turret much more realistic imho (I have't operated a MBT turret, but it Can't be that different from a Scimitar) and it looks alot more realistic, and alot smoother, than using the mouse, and as for the Challenger 2 I believe the control is a joystick-type thing (No I can't show any sources - Oh no wait! It's against the Official Secrets act so if anyone posts a Pic they are conducting a major breach of the Law :roll.
Also breep - that will never be possible with the BF2 Engine.
In CA does the Turret snap onto lazes? And doe sit in PR (I've never actually got a laze so I've always fired manually)
Also APCs ARE NOT used properly on Muttrah - on Muttrah they act like Mini-Tanks, something a LAV especially is not - APCs drive their troops to the Target and then give covering fire, usually from a stationary position (Unless there's a threat of them beign hit by anything bigger than an AK) - my source for that is the Army Recruiting DVD (Watch the armoured/mechanized Infantry part)
Yes in CA, the FCS snaps to laser targets that are already placed on every single vehicle in a pseudo-stabilization system. If laser launchers are given to drivers of vehicles, I guess commanders can also lase targets for the gunner to "snap" to. On local server, the lasers do not appear, but on dedicated servers there are lasers placed smack in the face of the turret. I wish I can show you a video, but the CA website isn't complete, so I am not permitted to do so.
@Chris, I believe in CA, the turret is a separate vehicle from the body of the tank, so even if you assign mouse controls to it, it is still restricted by the acceleration of the vehicle itself. For example, if you use a mouse to control the acceleration of a Humvee in game, it won't suddenly turn it into a Ferrari.

