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Re: tank
Posted: 2012-10-26 23:14
by rPoXoTauJIo
CrazyHotMilf wrote:tank gunner that should use the arrows instead of mouse to rotate the gun
I like this idea. At least, tanks won't be sniper-railgun-pwn-weapon anymore.
Also, maybe it will look more cool than now?

Re: tank
Posted: 2012-10-28 15:48
by Rhino
Tanks don't turn there engines off mid battle, let alone to "listen for other tanks"... If you get out to listen for other tanks you deserve to get shot.
While yes many tanks in r/l have a 4 man crew and in the case of the M1 yes the re-loader often gets a weapon too for when he's not reloading (although the M1 is the only tank I can think of that I've seen the reloader get a weapon) adding a 4th seat into any tank would just take players off the front line, that is if they where to use it which they wouldn't and all that work put in to making it happen wouldn't be worth it, let alone in r/l the reloader isn't popped out when he is busy reloading the main gun
And we can't force players to use arrow keys or even a joystick/gamepad which both are more realistic, that's up to the players to do if they please but we have tried this before and without proper stabilization like these tanks have in r/l and we can't have ingame, a mouse is the best thing to counter the bumps etc while driving, a joystick/gamepad is near to impossible to counter them with.
Re: tank
Posted: 2012-10-28 15:51
by saXoni
Press F3 and hold Ctrl and you'll be able to listen for other tanks perfectly without being in danger of getting killed.
Posted: 2012-10-28 17:03
by Steeps
While on the topic, is there an M1A2 Abrams in the game? Because I thought they get the CROWS system on it?
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Re: tank
Posted: 2012-10-28 17:37
by Rudd
I've tried the WSAD system for tank gunners in combined arms, its really really hard to use and its only worth doing if PR had the same kind of pseudocontrol system that combined arms had - where you can lock on to enemy vehicles if your reticle is near enough; this system had its own disadvantages though.
It did look awesome though in 3p, but frustrating in 1p...especially for low-res users.
Re: tank
Posted: 2012-10-28 17:52
by Rhino
Steeps5 wrote:While on the topic, is there an M1A2 Abrams in the game? Because I thought they get the CROWS system on it?
Both M1A1 and M1A2 are ingame, even a TUSK version of the M1A2 is ingame.
And a M1A2 doesn't always have a RWS on it, in the same way it doesn't always have TUSK armour on it either.
M1A1:
A Standard M1A2:
M1A2 TUSK without a RWS:
and one with a RWS:
Although a normal M1A2 can be fitted with a RWS too:
It should also be noted other tanks, like the Challenger 2 are sometimes fitted with RWS too:

Re: tank
Posted: 2012-10-28 18:47
by 40mmrain
that's the street fighter. The AZUR of the LeClerc, and some other variant of the Leo exists with RWS, the T90 also has a variant with A RWS.
Back in the DB mod discussion we had a while ago, the topic of the reduction of the HAT kit to just 1 was discussed. I suggested that keeping the HAT kit the way it is, but, because larger servers exist, and should exist officially, a RWS, as a third seat on all tanks would be a good counter the HAT, as jack in the box HAT methods are defeated with very accurate machine gun fire the best, and more eyes with thermals and zoom just make the HAT less useful.
Further still, if karbala, basrah, and those other outdated tiny city insurgency maps were to be updated, a RWS would make inner city armour operation much more doable.
Re: tank
Posted: 2012-10-28 20:41
by izoiva
All t90, t64 tanks has remote-contolled MG.
Re: tank
Posted: 2012-10-28 21:26
by Stemplus
I like the idea of controling the turret with WSAD, but as Rudd said, it would only work on smooth roads/deserts, it would be completely useless on maps like Iron Eagle or Burning Sands.
Re: tank
Posted: 2012-10-28 21:28
by Stealthgato
Rudd wrote:I've tried the WSAD system for tank gunners in combined arms, its really really hard to use and its only worth doing if PR had the same kind of pseudocontrol system that combined arms had - where you can lock on to enemy vehicles if your reticle is near enough; this system had its own disadvantages though.
It did look awesome though in 3p, but frustrating in 1p...especially for low-res users.
The WASD system on the ZiS-3 AT guns the Militia uses seems fine.
Re: tank
Posted: 2012-10-28 21:31
by Rudd
Stealthgato wrote:The WASD system on the ZiS-3 AT guns the Militia uses seems fine.
longer the VD the harder it gets, try it on kashan.
Re: tank
Posted: 2012-10-28 21:33
by Stealthgato
Rudd wrote:longer the VD the harder it gets, try it on kashan.
I imagine it would be less hard with the high zoom optics the MBTs get?
Re: tank
Posted: 2012-10-28 21:35
by Rhino
Also don't forget the ZIS-3 is a stable shooting platform that doesn't move, or ends up on a slope etc even when it is stationary.
Re: tank
Posted: 2012-10-28 21:35
by Rudd
it wasn't that easy even with the lock on system CA was using
Re: tank
Posted: 2012-10-28 21:51
by 40mmrain
keys have no sensitivity, meaning you either have it pressed all the way, or not at all. This means, that if you want your turret to spin at any decent rate, you would need a sensitivity high enough such that when you zoom in all the way, and try and engage at long ranges, you would move your turret too much to target the enemy properly. This happens with a mouse, too actually, but you can be deft with the mouse and move it slowly.
how is a real armoured veheicle turret controlled my as I ask?
Re: tank
Posted: 2012-10-28 21:54
by Rhino
On a CR2 its this, right thumb pad controls the gun.

Re: tank
Posted: 2012-10-28 21:56
by 40mmrain
it's an analogue? that's brilliant, I was going to guess something like that, a "half pull" allows for fine adjustments, and a "full pull" for quicker turning, keys dont allow such a thing.
Mice do, sort of, in fact with dynamic DPI it's easy, but not many mice have that feature.
Re: tank
Posted: 2012-10-28 22:44
by Stealthgato
Meant to post this before but forgot: what if you make the sensitivity of WASD movement drop with each level of zoom?