Arrow keys for tank turret

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Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Post by Deadfast »

I'm not really up for this unless there will be a solution to have some alternative for smooth adjusting.

I'm thinking about something like if you press shift the turn speed will decrease to the level when you can do some final adjustments.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Post by Mora »

Hmm i don't know, it will be very difficult to aim when you are full zoomed. Other then that its a good idea. :)
markonymous
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Post by markonymous »

i think its a good idea it would bring an end to the sniping of helis. Right now in PR the most unbalanced thing is the helicopter. Personally i think they should make the gunships so incredibly hard to fly that only skilled pilots can fly them and give them not all of their real power since it would be stupid. I mean 28 sec into a round where there is an apache and everything is dead. I've been thinking that maybe if you give the heli an auto-lock on range for example a radar that has a range of 200 m and auto spots and marks any targets within this range. this would give it some of its fearfactor back. In reallife whole armies run when the apaches come in pr the tanks casually aim their turret and shoot it down and have no fear at all for it. I know a skilled pilotcrew can do alot of damage from first hand experiance but it is not good enough.
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markonymous
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Post by markonymous »

Jonny wrote:The apaches should be removed though, the maps are too small for them ATM. When (or if) wake island v2 comes out then they could be added in, in a very nerfed way, but they should the be the biggest deadliest thing on the map. Planes are just too out of place in PR.

And this wont end sniping helis at all, just make it a little harder.
well in that case there should only be infantry no jeeps notanks no APCs no FOBs no nothing you can walk 4km easily and you never have you FOB so close to enemies.
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Waaah_Wah
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Post by Waaah_Wah »

=BMI=Richy wrote: using WAS&D or the arrow keys to move the turret of tanks and apcs would help the problem of helicopters being shot down instantly by people having extremely good accuracy using there mouse.
Since when is that a "problem"?? If you fly too low you decerve to eat tank shells
markonymous wrote:i think its a good idea it would bring an end to the sniping of helis. Right now in PR the most unbalanced thing is the helicopter. Personally i think they should make the gunships so incredibly hard to fly that only skilled pilots can fly them and give them not all of their real power since it would be stupid. I mean 28 sec into a round where there is an apache and everything is dead. I've been thinking that maybe if you give the heli an auto-lock on range for example a radar that has a range of 200 m and auto spots and marks any targets within this range. this would give it some of its fearfactor back. In reallife whole armies run when the apaches come in pr the tanks casually aim their turret and shoot it down and have no fear at all for it. I know a skilled pilotcrew can do alot of damage from first hand experiance but it is not good enough.
What the hell are you taliing about? Right now, chopters are the most devastating vehicle we have in PR, after tanks. If they are used correct, they can win a battle pretty much on their own.

But if you have two morons (or even worse one) without VOIP, flying the chopter at 100 meters altitude thinking that tanks cant kill them coz they are in an Apache, no wonder they get shot down.

This is how you should fly chopters: (Not my vid btw)
http://www.youtube.com/watch?v=_kFe-ITY ... re=related[/youtube]
Last edited by Waaah_Wah on 2008-04-06 15:09, edited 1 time in total.
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Rudd
Retired PR Developer
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Post by Rudd »

Jonny wrote:The apaches should be removed though, the maps are too small for them ATM.
Blasphemy! :evil:

You could set tanks to use wasd in 2142, can how they did that carry back to he bf2 engine? they are very similar no?
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markonymous
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Post by markonymous »

Jonny wrote:But the AH64 would, if made realistically powerful, end the game.
thats exactly what i said but make it MORE powerful not AS powerful.

also yes helicopters can win rounds but thats only if the opposite team are morons not having AAs together with their tanks. Also the thing is apaches usually fly under 10m in RL. So the current system is not even close to RL since the best tactic atm is flying high. The TVGMs simulated how the attack helis are used more realistically.
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arjan
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Post by arjan »

Rifleman AA?
fludblud
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Post by fludblud »

well the current heli sniping problem has more to do with the tank shell's laserbeam accuracy than the turret control scheme.

im no expert on ballistics but when shells are travelling in a totally straight line for an indefinite range with no effect of gravity on them whatsoever and at phenomenal speeds, theres something not right.
Jantje|NL^
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Post by Jantje|NL^ »

More can be proud that his videos are used to show how it should be xD
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DannyIMK
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Post by DannyIMK »

add WASD/Arrows, but dont delete the mouse.
PantlessMidget
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Post by PantlessMidget »

Youre right, if the AH-64D were realistically made no infantry, vehicle, bunker would be safe. However there are some things that limit this, view distance is the main problem; if youre within shooting distance of a bunker or vehicle, they are also within shooting distance of you. In PR there is no such thing as effective distance of projectiles, thus making it possible for a sabot round to shoot down a helicopter. I feel like the mouse is a good option and definately makes tanking fun. The apache should be made as realistically as possible but not so realistic that is overpowers everything like it actually does. There are things in PR that could bring down an apache and stop it even if it is above a tank, stingers mainly; the ydont have a max distance ( the only thing limiting them AFAIK is view distance) I like the idea but it would be very cumbersome in PR to use the keys of tank turrets.
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Mora
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Post by Mora »

Yay for my video :) Tankers and other guys always seem to forget that tanks should not go alone in to the field but with some AA support. The AA is VERY deadly against choppers. and will keep us away from you. There is no point in nerving the chopper more then it is already, its not the apache's fault you all die.. you just have to be more careful on maps with attack choppers and bring the aa when you are leaving the base..

But go ahead, go tanking without AA support. More easy kills for me :D
thepalerider
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Arrow keys for tank turret

Post by thepalerider »

Wow nice vid! Rock steady flying!I wouldn't nerff the tank tho, I would just like the pilot to have threat radar (box for foe /box Xed for friendly )so he has to work with the gunner to setup and clear targets.I think as it is now choppers have to get too close to visually identify friend or foe. Maps with heavy tree cover(Battle for Qinling) make it very difficult to distinguish targets and the hills enable the armor to engage air targets at higher angles.For balance just limit the radar range to equal to or just over line of sight zoomed in (around 2000-3000 meters or so)and not all across map.
Again my hats off to that air crew
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markonymous
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Post by markonymous »

thepalerider wrote:Wow nice vid! Rock steady flying!I wouldn't nerff the tank tho, I would just like the pilot to have threat radar (box for foe /box Xed for friendly )so he has to work with the gunner to setup and clear targets.I think as it is now choppers have to get too close to visually identify friend or foe. Maps with heavy tree cover(Battle for Qinling) make it very difficult to distinguish targets and the hills enable the armor to engage air targets at higher angles.For balance just limit the radar range to equal to or just over line of sight zoomed in (around 2000-3000 meters or so)and not all across map.
Again my hats off to that air crew
AMAZING WORK!!
the entire kashan desert map is 4000 m across i think so 2000-3000 m is way overpowered. But a auto-lock on system for everything that is 200 m away from the heli is not that would be awesome.
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Mora
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Post by Mora »

there is around 1000M view distance on kahsan i would say a 200M is a little too close.
it will be more like 500M.

But i had a idea, not sure if its good tho..

The hellfire should be able to lock on ever heat source, like tanks and other vehicles.
No matter what the range is, as long as you hold your cursor on him for a certain period of time (long enough) the missile will lock on him but you'll need to hold your aim exacly on him not like in vbf2.
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