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Broken Turret Stab\Accel
Posted: 2015-11-01 23:03
by X-Alt
After experiencing these changes in the first day of 1.3.5, a large part of the community has come to the conclusion that the new turret traverse system puts a large number of heavy vehicles in an extremely gimped state. It takes a significantly longer time to acquire a target, and for all intents and purposes, does not accurately simulate the skill of a real-life armor crew.
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:08
by piratepengu
Armored vehicles are now useless. Please fix this.
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:14
by Menuen
I don't know why DEV's changed this. Before everything was fine. Now you cant kill INF guy becouse he is running faster than you are turning your turret around... You cant kill bomb cars, fast moving cars etc...
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:20
by Murphy
This may have to do with everyone being butthurt about the effectiveness of an experienced crew in Armor. I would chalk this up to the players being content not coming to the forums to counter-complain.
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:26
by fecht_niko
You "fixed" something from one extreme side to the other...
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:30
by Chefmoto1
Murphy wrote:This may have to do with everyone being butthurt about the effectiveness of an experienced crew in Armor. I would chalk this up to the players being content not coming to the forums to counter-complain.
Have you hopped in a gunner seat yet? It's really bad.
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:38
by Menuen
I saw guy on the left side of my screen with LAT, he just aimed for 3 second than he killed me. I couldn't aim, because my turret couldn't stop...
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:38
by Fir3w411
The new acceleration breaks any ability to focus on a target for more than a split second before it kills you. "Look 345, tank" my driver said earlier, I look 345 only for the gun to continue rotating. We died after that.
I can't figure out why artificially making gunning more difficult by adding acceleration and "slip n' slide" to the turret of a vehicle will improve anything in terms of gameplay, besides making it x20 easier to kill.
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:56
by piratepengu
This better get hotpatched, as right now vehicles are completely useless. If this is not hotpatched in a few weeks I do not see purpose in playing PR anymore after 4 years. I think it is obvious that when making this patch you consulted only infantry players who think that PR should just be a copy of insurgency (the game). Before doing armor, I was a squad leader every round for 2 years straight, and I will tell you that making a gamebreaking change like this that greatly harms the half of the community that is not represented in the dev team is a bad move. Please hotfix this and then maybe get some asset players on your testing team.
Re: Broken Turret Stab\Accel
Posted: 2015-11-01 23:58
by Rabbit
X-Alt wrote:It takes a significantly longer time to acquire a target, and for all intents and purposes, does not accurately simulate the skill of a real-life armor crew.
Real traverse speeds do not accurately simulate the skill of a real life crew? Do more experienced crews someone make their turrets go faster than they actually can?
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 00:01
by Reaperspr0digy
Rabbit wrote:Real traverse speeds do not accurately simulate the skill of a real life crew? Do more experienced crews someone make their turrets go faster than they actually can?
So the devs add a deviation indicator to make the game easier/more accesible, while simultaneously making heavy assets useless all in the name of "realism?" Makes sense to me
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 00:03
by Genitals
The turret acceleration is awful. It literally gives me a headache. Also it encourages camping since you cannot scan while on the move anymore.
Honestly who thought this was a good idea? This isn't the Arma engine, you can't sloppily force a delay for a turret like that in BF2.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 00:03
by X-Alt
Rabbit wrote:Real traverse speeds do not accurately simulate the skill of a real life crew? Do more experienced crews someone make their turrets go faster than they actually can?
Case and point, the T-72M1 IRL. When the gunner is traversing the turret, a simple opposite motion will instantly stop the motor and you're done. This is how a tank commander can get a gunner on target in a matter of seconds, real FCS does not result in a gunner fighting his turret to get on target.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 00:07
by Menuen
Give me stabilizer for turret, also make all building destructible. Oh and implement locking system for newer tanks and commander-gunner system that is in use in modern tanks as well. Then turret can stay like it is now. Don't try to make this game super realistic. You are slowly destroying arcade aspects of this game in my opinion.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 00:10
by Rabbit
Reaperspr0digy wrote:So the devs add a deviation indicator to make the game easier/more accesible, while simultaneously making heavy assets useless all in the name of "realism?" Makes sense to me
The deviation indicator is to help new players learn someone that is invisible to them and puts them at a day one disadvantage on the very basic part of PR that all noobs are recommended to start at, as a rifleman. Its there for the same reason the compass is, to help players.
With the new system on turrets simple require new methods and tactics, just because the way you used to do something doesn't work anymore doesn't mean its wrong, it means you have to learn to adapt. You have to learn the same way Infantry had to when Armor got thermals, when plans could suddenly bomb you from super far away, when mortars were added, etc. Its part of PR, change and adapting to the change has always been part of PR.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 00:23
by Menuen
Rabbit wrote:The deviation indicator is to help new players learn someone that is invisible to them and puts them at a day one disadvantage on the very basic part of PR that all noobs are recommended to start at, as a rifleman. Its there for the same reason the compass is, to help players.
With the new system on turrets simple require new methods and tactics, just because the way you used to do something doesn't work anymore doesn't mean its wrong, it means you have to learn to adapt. You have to learn the same way Infantry had to when Armor got thermals, when plans could suddenly bomb you from super far away, when mortars were added, etc. Its part of PR, change and adapting to the change has always been part of PR.
Rabbit but now you just can't aim... Even if you are far away it's hard to kill something. Tell me what tactic should I use on Muttrah? Even if you stick close to INF and somehow you will survive longer than 2 minutes you are just uselles because you can't kill stuff.
And tell me why you changed this? First you nerfed CAS then trans helis ( to slow and not fun anymore) also there is more LATs and they are stronger than before. Everything was fine before so why ??
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 00:26
by Acecombatzer0
While I don't specifically agree to the new change in turrets, I always thought it was ridiculous that a vehicle turret can engage a target faster than an infantryman with a rifle.
I was always for using the WASD keys for moving turrets like the old BF1942 and Desert Combat "realism" mods but I know half the community would hate me for suggesting that.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 00:43
by Rabbit
Menuen wrote:Rabbit but now you just can't aim... Even if you are far away it's hard to kill something. Tell me what tactic should I use on Muttrah? Even if you stick close to INF and somehow you will survive longer than 2 minutes you are just uselles because you can't kill stuff.
And tell me why you changed this? First you nerfed CAS then trans helis ( to slow and not fun anymore) also there is more LATs and they are stronger than before. Everything was fine before so why ??
Kinda just goes with how shit vehicles really are in urban areas. Tbh I think you guys would make a bit more headway in your suggestions if you changed it from
OMG Y U SO DUMB?!?
To,
Hey its an interesting concept, I see its use in terms of realism and fighting exploits having locked speed, but maybe double all the speeds of the turrets across the board so maybe 360 in 12 seconds is more like 360 in 6 seconds?
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 01:06
by kinglespringles
Hi, the new system is very bad. It's physically straining for the gunner and severely nerfs the assets. Like people have said- it's not fun at all among other reasons. For a game that receives great updates that polish and refine the game further, these specific changes is stark contrast on that. I'm not sure why these changes went live because my group legitimately thought it was a bug at first before we checked the forums.
To be productive though, someone in here mentioned gunner controls using WASD. I'd support something similar; the vehicle combat- specifically the tanks in RO1 were great. (Turret controlled by arrow keys). If PR adapted something similar and fleshed it out further, I'm sure that would address whatever issue there was with armor(?)....
Otherwise, myself and others are done trying to effectively use the coaxial gun like an out-of-control water hose.
Please revert back until more a reasonable idea is implemented.
Re: Broken Turret Stab\Accel
Posted: 2015-11-02 01:08
by bandwevil
The speed isn't the problem, it's the acceleration. I'm totally fine with not being able to spin 360 in an instant, but the current system feels like you're constantly fighting the turret's movements to get it on target. The controls feel less like moving the turret and more like gently suggesting which way it should move.