NFM-Myers wrote:I just registered to chime in on this too. I was a bradley gunner and the system was a lot more responsive in medium rotations or adjustments than I feel it is in the game. Larger rotations like 180 would take longer because the turret keeps turning at the same rate. In the game the turret turn rate increases with time, which is not realistic.
Also notable is that the real turrets can not be tuned into a certain location with such pinpoint accuracy as in the game, but that is fine because you cannot penetrate most walls in PR and other issues.
I feel like the turret should be locked to only turn at some maximum rate but also remove the acceleration restrictions if at all possible, because they do turn near-immediately on adjustment.
^^^ i like this.
Incidentally, Casmod also had arrow key turning for the gunner, and it gave the feeling of what the gentleman above describes, where the mouse doesn't "accelerate" it simply moves at a fixed rate. The "joypad" or whatever it's called in a tank usually has yaw action, up down left right if im not mistaken, and i wondered if it ever accelerated or was fixed, and while a mouse does the same thing, it also offers too much sensitivity and too much accurasy. (in rl, accuracy is great, but in this game, it shouldnt be about great, it should be about simulating the feeling if reality.)
Essentially the mouse and the left number keys are all the gunner uses (along with thermals "T")
And methods to reduce delay to action were the default in BF2 vanilla, but doesnt really represent how it works in reality. And as i recall, the mod endeavors to move away from vanilla.
So, if these realistic additions weren't included in the past due to devs being worried it might nerf the game, hens making aspects of the mod unpopular and effecting server pop, i for one think it would be a good addition. It's the only nerf i would recommend. Because as it stands tanks and apcs are a bit too accurate fighting infantry, with BTRs being able to storm through wooded areas with relative ease, and instead of reducing the gunner's control, the mod compensated with giving every squad of 6 men, light anti tank weapons, which have resulted in far too many vehicles getting ambushed, and a reluctance to use apc for transporting squads.
I reckon there is a knock on effect that shouldn't be dismissed out of hand.