Introducing acceleration for all turreted IFVs/Tanks/APCs
Posted: 2010-09-12 05:23
This suggestion may be an ***, but I've searched the terms "Turret Acceleration" and nothing panned out.
In essence, this suggestion is to put the current "quirk" of the CR2s in terms of the turret turn rate into all tanks, IFVs, and APCs. So what would happen is that the turret speed can only increase in a given amount of degs/sec^2.
The advantages of adding this into PR would be that there is a balance in PR between the CR2 and the Type 98 on Qinling would be put on equal terms. In addition, this further rewards those who know how to get a rear or flank shot on enemy armor, as you can most likely get one shot in, and possibly another before they discover you, if you are far away enough to be hard to spot. The greatest advantage this confers to armor crewmen is that they will be smoother in their engagements, which means that guiding in a missile will feel more precise, as the slightest twitch will no longer make an ATGM that will cost you 15 seconds of complete vulnerability fly off course, and possibly into terrain.
The disadvantages of this for crewmen is that turning to bear on fast moving threats will take longer, which would be a definite disadvantage in urban combat. On the bright side, this is good news for ATGM teams, seeing as how you have just a few more precious seconds before the tank begins firing and suppressing you.
I believe that this is a viable system, that could be implemented on all vehicles with anything greater than an HMG. It helps gunners be more stable in their shots, resulting in smoother gunnery, and a more immersive gunning experience. This also would introduce a greater time to react to targets that only pop up for a few seconds.
In essence, this suggestion is to put the current "quirk" of the CR2s in terms of the turret turn rate into all tanks, IFVs, and APCs. So what would happen is that the turret speed can only increase in a given amount of degs/sec^2.
The advantages of adding this into PR would be that there is a balance in PR between the CR2 and the Type 98 on Qinling would be put on equal terms. In addition, this further rewards those who know how to get a rear or flank shot on enemy armor, as you can most likely get one shot in, and possibly another before they discover you, if you are far away enough to be hard to spot. The greatest advantage this confers to armor crewmen is that they will be smoother in their engagements, which means that guiding in a missile will feel more precise, as the slightest twitch will no longer make an ATGM that will cost you 15 seconds of complete vulnerability fly off course, and possibly into terrain.
The disadvantages of this for crewmen is that turning to bear on fast moving threats will take longer, which would be a definite disadvantage in urban combat. On the bright side, this is good news for ATGM teams, seeing as how you have just a few more precious seconds before the tank begins firing and suppressing you.
I believe that this is a viable system, that could be implemented on all vehicles with anything greater than an HMG. It helps gunners be more stable in their shots, resulting in smoother gunnery, and a more immersive gunning experience. This also would introduce a greater time to react to targets that only pop up for a few seconds.