Author Topic: Wirblewind Re-load?  (Read 402 times)

Offline Xasthur

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Wirblewind Re-load?
« on: March 21, 2008, 01:58:54 AM »
Well, the Wirblewind is excellent! I actually spent a fair bit of time in GVs last night because of it.

I think the calls to perk it are unnecessary... particularly in the first few days after the introduction. If it unbalances gameplay after the end of this or the next tour... then look into it.

Anyway, on to my point. I recall reading that the Wirblewind had a (for argument's sake (I can't remember the right number) 200 RPG system), yet in-game we can hammer through all 3000 rounds without so much as pause for a breath of air.

Should we perhaps look into a 2-3 second reload after the eg. 200 rounds limit is reached?

I also remember reading that the guns operated in 2 banks.... so instead of firing all 4 guns at once, one could fire the top two whilst the bottom two were reloading for that 2 seconds or whatever.

Just a thought... and I suppose it does open a whole can of worms on reloading guns (pintles and bomber gunners come to mind) but it seems that if a tank's main gun has a set reload time then the WW's main gun should have an appropriate reload time if we can find supporting documentation.

Cheers lads.

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Offline Lusche

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Re: Wirblewind Re-load?
« Reply #1 on: March 21, 2008, 02:01:56 AM »
That's right. WW could fire continously when shooting only 2 barrels at once. If the gunner used all 4 barrels, he had to stop after 80 shots (=4 mags with 20 rounds each) to allow for reloading.

It may have been just  too much trouble coding right now. Tank guns have reload time between each shot, and it's not even really modeled then. You can switch from HE to AP without any delay. So I think the whole reload routine whould have to be developed first.
Just guessing of course...
« Last Edit: March 21, 2008, 02:05:01 AM by Lusche »
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Offline hubsonfire

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Re: Wirblewind Re-load?
« Reply #2 on: March 21, 2008, 11:05:37 AM »
Same with the Ostwind, the ack guns, as you mentioned bombers and pintle guns... You can empty the guns of any fighter or bomber in one long burst, when in reality you might burn the barrels up by doing so. The tank main guns also fire at the same rate, switch between ammo types instantly (without reloading), and there is no additional delay if the number of rounds which could be stored in the turret are expended.

So, even where we've got a realistic limitation, we've only got enough to keep gameplay somewhat reined in, and that's good enough. We don't have gun crews, or the amount of antiaircraft fire that would have been available, and we probably have more targets at any one moment, so I personally think they've struck a good compromise in this regard.
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