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Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:04
by TeRR0R
The gun delay was introduced to punish seat switching and soloing.
Now where you cannot gun without a driver anymore the gun delay should be removed or reduced at least.
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:08
by dbzao
Why? If you really have a gunner it only matters for the first 30s you jump in the seat.
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:12
by [EC]DR.NOobFragger
TeRR0R wrote:The gun delay was introduced to punish seat switching and soloing.
Now where you cannot gun without a driver anymore the gun delay should be removed or reduced at least.
Yeah, lol its only 30 seconds. By the time you get out of base and into action your gun will be ready.
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:17
by Jigsaw
Its fine the way it is, there is no need to remove it.
Besides its also for r34l1zm

Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:28
by spawncaptain
I know this thread is about the 'can't move the turret omg lol' thing, but what about the delay of the BMP 3's main cannon? Currently, when switching from 30 mm to 100 mm, you have to wait about 10 seconds until you can fire.
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:30
by snooggums
[R-DEV]dbzao wrote:Why? If you really have a gunner it only matters for the first 30s you jump in the seat.
Because it isn't necessary to have both the gun delay and the seating requirement. If the goal was to encourage teamplay one or the other is enough.
I don't think it needs removed but I would like to see it reduced (to say 10 seconds) so I don't have to watch the screen stutter when the driver is leaving main

Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:39
by TeRR0R
Sure, it's no big deal.
But i think the (long) delay is now an unnecessary gameplay element.
Or is there any important reason why this should be kept?
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:43
by Ccharge
its for realism. Its also to prevent the gunner from hoping out then hop back in to pwn targets. In real life tank gunners rarly leave the turret in combat...
kthxbai
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 18:56
by ReadMenace
To discourage things like a armored vehicle crewman dismounting to perform an arrest on a suspected collaborator (Yes this happened to me recently,) then mounting up again.
-REad
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 19:05
by TeRR0R
[R-CON]ReadMenace wrote:To discourage things like a armored vehicle crewman dismounting to perform an arrest on a suspected collaborator (Yes this happened to me recently,) then mounting up again.
Hey, i asked for
important reasons!

Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-29 22:11
by bloodthirsty_viking
so whene someone farts inside the apc, they can open the back door, and its to simulate opining the back door=P
actually, i like it like it is,
if you get out of the tank (im not sure but im guessing') you should take the round out of the tank.. so the gettin in simulates reloding the tank.. but is there anyway to move the turret yet still not being able to shoot?
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-30 13:47
by snooggums
[R-CON]ReadMenace wrote:To discourage things like a armored vehicle crewman dismounting to perform an arrest on a suspected collaborator (Yes this happened to me recently,) then mounting up again.
-REad
Can't the driver just do that instead of the gunner? I'd keep the gunner in so they could cover.
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-30 15:05
by Cheditor
The thing is 1 SAW gunner could of easily stopped that with 2-3 bursts.
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-30 16:38
by Cpl.Small
No need to change it, it's just simulating all the things that the gunner would be doing when he first jumps in
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-30 23:39
by TeRR0R
[R-COM]Cpl.Small wrote:No need to change it, it's just simulating all the things that the gunner would be doing when he first jumps in
if you must compare with IRL: I doubt a gunner need 30 seconds to get ready after he entered the vehicle.
Re: Remove or reduce the gun delay in armored vehicles
Posted: 2009-07-31 03:48
by Ccharge
need time for turret electricity to start working, shell to be put in place, Cameras to be activated, and theres also a safety check list so that nothing goes wrong in combat.