Re: Firehawk gunner - Line of sight

Burner wrote:
Omen wrote:

So what is your suggestion, completely go out of lore and let the tank go through the tank to aim down?

A stability system to don't be affected by the ground or let the secondary weapon move up if the main gun does it too.

Most likely not possible unless you want the gunners pushing eachothers guns around.

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9 (edited by Crix Madine 2008-06-15 02:18:48)

Re: Firehawk gunner - Line of sight

Eh it would be nice if the secondary gun could aim up a bit.  Is this a lore specific issue?
*missed Ty's post* ok so it's more of a clipping type issue?

Re: Firehawk gunner - Line of sight

Burner wrote:

I can't believe this is the future.

It's not. It's 'A long time ago, in a galaxy far, far away'

The gun is a bit limited though- extending its vertical traverse when the main gun is raised wouldn't be a bad idea at all.

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11 (edited by Safe-Keeper 2008-06-15 12:24:19)

Re: Firehawk gunner - Line of sight

Which is exactly why I've suggested swapping control of the weapon, like with the T1-B, where the hard-to-aim missile pod is given to the driver of the tank so that he can compensate for its inability to aim to the left and right by turning the tank. Another example is the AT-ST, in which the weaker of the laser weapons (the one on the side of the head) is given to... the driver, who has the ability to directly control the turning of the head.

Likewise, the hard-to-aim weapon of the Firehawke should be in the hands of the person driving the Firehawke. It'd make both the antipersonnel gun and the main weapon a thousand times more effective (the latter would be more effective because the gunner can concentrate 100% on using it as he doesn't also have to keep checking to see where the tank is going so he doesn't run into something), and it'd also be "fair" to the T1-B, which also requires a crew of two, and it'd strongly discourage lone-wolfing as it'd mean that the Firehawke couldn't fire its main gun and move at the same time.

In my view, there's simply no rational reason not to do this. Sure, the other FPS games out there leave the driver in charge of the main gun, but those games don't have tanks with machine guns that are nearly completely ineffective unless controlled by the driver. FS, however, has two tanks and a walker with hard-to-aim weapons, and in every case except the Firehawke, the "problem gun" is controlled by the driver. Give the Firehawke tank commander the secondary gun and the gunner the main gun.

As for letting the guns traverse higher, we tried that in testing, and it just didn't look good at all as it clipped the main gun. As for letting it traverse down, we could do that, I suppose. It's not like the cap ship turrets don't already fire through the hulls of their ships.

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Re: Firehawk gunner - Line of sight

Should make a vote to give the Firehawk main cannon to the gunner. Nobody wants to be a gunner. It's unplayable.

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Re: Firehawk gunner - Line of sight

I think its far more fun to play as gunner if you really can affect in the game, and it makes ppl to play more in team. If you have ever played Red Orchestra, there you need 3 guys to make tank effective. Driver, Commander(Main cannon operator) and a Machinegun shooter. Really fun to play with friends on teamspeak.