Author Topic: GV gauge  (Read 2480 times)

Offline Bronk

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Re: GV gauge
« Reply #30 on: July 03, 2010, 07:01:11 AM »
But you're not giving orders to a crew are you? You shouldn't ASSume anything. Try applying your same reasoning to everything in AH, if you want that much arcade action, go play on the Wii.
Are you saying a WWII tank turret can not rotate if the yank is moving?
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Offline gyrene81

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Re: GV gauge
« Reply #31 on: July 03, 2010, 07:08:50 AM »
Are you saying a WWII tank turret can not rotate if the yank is moving?
Too early in the morning for you or something? Where did you get that?
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Offline Bronk

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Re: GV gauge
« Reply #32 on: July 03, 2010, 07:40:04 AM »
Well you are the one saying we shouldn't be able to have some control from the commanders position.
It isn't like he (swtarget) is asking  for the ability to fire the main gun from the commanders position.
« Last Edit: July 03, 2010, 07:43:00 AM by Bronk »
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Offline BaldEagl

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Re: GV gauge
« Reply #33 on: July 03, 2010, 08:11:41 AM »
Speaking of this last bit I'd be happier if we could turn the turret from the pintle gun/commanders position than if we had a turret indicator.

I can always use the clipboard map to see where my turret is facing and can jump back and forth from driver to turret to re-align it if I want to but if I'm retreating from a fight I can't drive and rotate the turret at the same time.

There have been several times I'd liked to have been able to rotate the turret to the back of the tank to cover my retreat but haven't been able to as most of those times I'm also tring to use terrain to block opponents shots.  Inevitably, if I jump to the turret I run into a tree or a hill, stop and get killed.

Left/right arrow keys would provide a nice solution.
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Offline uptown

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Re: GV gauge
« Reply #34 on: July 03, 2010, 09:08:10 AM »
 Not historically accurate. Why not jump into the top MG to see which way your main gun is positioned?
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Offline BaldEagl

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Re: GV gauge
« Reply #35 on: July 03, 2010, 09:10:53 AM »
Not historically accurate. Why not jump into the top MG to see which way your main gun is positioned?

A one man tank crew isn't historically accurate either.
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Offline 321BAR

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Re: GV gauge
« Reply #36 on: July 03, 2010, 09:12:13 AM »
Olds442 vs ACP442, draw your Cutlasses  :bolt:
err uhh umm...huh? :huh theyre one in the same.
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Offline Beefcake

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Re: GV gauge
« Reply #37 on: July 03, 2010, 09:41:40 AM »
Not historically accurate. Why not jump into the top MG to see which way your main gun is positioned?

Knowing exactly how many rounds you have left in your guns isn't historically accurate either, however, HTC gave you those nice little counter gauges.
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Offline E25280

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Re: GV gauge
« Reply #38 on: July 03, 2010, 10:58:41 AM »
But you're not giving orders to a crew are you? You shouldn't ASSume anything. Try applying your same reasoning to everything in AH, if you want that much arcade action, go play on the Wii.
Ahh, so it is a lot less "arcade" like to have a crewed vehicle actually crewed by a single individual who magically can instantaneously teleport to any position of the five man crew.  Gotcha.  Well in that case I guess the more "realistic" solution is to have a 3 second delay for switching positions to simulate the one man crew crawling through the tank.  Or better yet, use the arrow keys to move your player around the crew compartment to get to the other positions. Yes, that would make game play so much less arcade like and therefore much better!

Here, you earned two on this one.   :rolleyes: :rolleyes:
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Offline Beefcake

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Re: GV gauge
« Reply #39 on: July 03, 2010, 11:08:49 AM »
Ahh, so it is a lot less "arcade" like to have a crewed vehicle actually crewed by a single individual who magically can instantaneously teleport to any position of the five man crew.  Gotcha.  Well in that case I guess the more "realistic" solution is to have a 3 second delay for switching positions to simulate the one man crew crawling through the tank.  Or better yet, use the arrow keys to move your player around the crew compartment to get to the other positions. Yes, that would make game play so much less arcade like and therefore much better!

Here, you earned two on this one.   :rolleyes: :rolleyes:

I want this feature for my B17!  :D It could be like an FPS, get up from the pilots seat and run back to the tail guns before the enemy finishes killing off my entire formation. Maybe I can have a jet pack to fly from plane to plane.
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Offline gyrene81

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Re: GV gauge
« Reply #40 on: July 03, 2010, 11:10:30 AM »
Ahh, so it is a lot less "arcade" like to have a crewed vehicle actually crewed by a single individual who magically can instantaneously teleport to any position of the five man crew.  Gotcha.  Well in that case I guess the more "realistic" solution is to have a 3 second delay for switching positions to simulate the one man crew crawling through the tank.  Or better yet, use the arrow keys to move your player around the crew compartment to get to the other positions. Yes, that would make game play so much less arcade like and therefore much better!

Here, you earned two on this one.   :rolleyes: :rolleyes:
Like I said, you should go play the Wii if you want so much arcade action, no need for more than what exists in AH now.
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Offline E25280

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Re: GV gauge
« Reply #41 on: July 03, 2010, 11:15:32 AM »
Like I said, you should go play the Wii if you want so much arcade action, no need for more than what exists in AH now.
So, please, regale us all of your tales of single handedly manning your tank when you were in the service.
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Offline dunnrite

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Re: GV gauge
« Reply #42 on: July 03, 2010, 11:27:06 AM »
While I do actually like this idea and will give it a +1...

I have found that the best thing to do is to keep your turret in front of your tank, and turning the front of the tank toward the enemy.  Therefore always having your most armor directed in the direction the enemy round will be coming from.  I also normally drive from the pintle gun position (although if you don't have a twisty stick or rudder pedals, that would be hard to do), that way, I have a full 360 degree view, and you can also tell where your turret is pointed.

YMMV
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Offline gyrene81

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Re: GV gauge
« Reply #43 on: July 03, 2010, 11:46:35 AM »
So, please, regale us all of your tales of single handedly manning your tank when you were in the service.
I'd rather have you explain how having full control over the tank from any position is adding anything but more arcade control. You also want to be able to move the turret and fire the main gun from the commanders hatch as well? It's bad enough that there isn't any real throttle control to begin with. Now if you had said let us control the speed from any position using dot commands or a menu system to simulate giving orders to the driver, that would be less arcade than what you're wanting.
jarhed  
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Offline E25280

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Re: GV gauge
« Reply #44 on: July 03, 2010, 12:08:12 PM »
I'd rather have you explain how having full control over the tank from any position is adding anything but more arcade control. You also want to be able to move the turret and fire the main gun from the commanders hatch as well? It's bad enough that there isn't any real throttle control to begin with. Now if you had said let us control the speed from any position using dot commands or a menu system to simulate giving orders to the driver, that would be less arcade than what you're wanting.
Don't look now, but you are talking out your hind quarters again.

You as the driver are also supposed to be you as the gunner you as the loader and you as the commander (and possibly you as the radioman/hull gunner).  An indicator for position of the turret just helps compensate for the fact you are one player trying to know/do everything a four or five man crew knows/does.

I'd also like the ability to use the throttle to control tanks speed and to be able to rotate the turret from the commander's position, but those are wishes for another thread.
Please show me where I asked for the ability to fire the weapon from the commander's position. 

Please explain why when I asked to be able to use the throttle control the tanks speed is "more acrade like" than using a dot command that you suggest (which, by the way, since it takes longer to type than talk, is less like a commander giving an order than being able to do it yourself).

Using a dot command to control speed is not arcade like but being able to use the throttle control that the game already uses to control the speed of aircraft is arcade like.  I guess because the commander always typed his orders to his driver rather than spoke it.  And we still need to have a mute commander who can't tell the gunner to rotate the turret left or right, because that to allow the commander to actually command would be "arcade like."  OK, gotcha.

Here, you earned a couple more.   :rolleyes: :rolleyes:
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"Proudly drawing fire so that my brothers may pass unharmed."