Pilot Archive

Thread: Turrets are painful to use when the ship moves Anyway around it?

Catman-Does
Mon Jun 20, 2005 5:08 am
#1

Is there anyway to "fix" it so you don't have to fight the turrets position when the pilot is moving the ship? I know it wouldnt be very realistic but it's such a pain and nigh-on impossible to shoot anything.

Ships like the TIE Aggressor become useless as the gunner can't aim forward and can barely track anything as the pilot manoeuvres the ship.

Please, someone, tell me theres any easy way to sort this

Message Edited by Catman-Does on 06-20-2005 01:56 PM





>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
Catman Does Catius
Dark Jedi Imperial Colonel Droid Engineer & Shipwright
>>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
>>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
"So instead of sticking to the thing that our players really love,
we start changing it. And now we?re alienating the players
playing our game, losing our subscribers."- Jeff Hickman

D8alus
Mon Jun 20, 2005 6:10 am
#2

yeah, don't use turrets



_________________________________
D8alus
«·PROJECT-MAYHEM·» ---- VIVA LA GAT!!! Yvan Eht Nioj!!!
Holy Knight of Death --- Former Commander of the (Downsized)Emoticon Legion
Elite poo thrower and Master of Annoying Links
Baron Von Blistex --- Rogue Spammer
KinjiruSpleen
Mon Jun 20, 2005 6:40 am
#3

Best answer is to make sure the Pilot flies straight and level when on a targeting run. The purpose of the turret on an Aggressor is specifically designed to handle any incoming Fighters that get on it's six.

The Pilot has guns to handle the stuff in front.





Kinjiru Spleen
Double Echo Brigade - Bloodfin

Imperial Officer - ...Has Mastered the Imperial Pilot Profession
CINC - Vanguard Squadron - Double Echo Brigade (DxE)
Rorenikibi
Mon Jun 20, 2005 6:49 am
#4

You need a pilot with some consideration for his gunner, really. I've flown both in turrets on fighters all the way up to commanding a POB boat in the Kessel system chewing up Tier 5 YE-4s for lunch. The pilot has to take into account not only positioning for his own shots, but those of his backseat as well.


For gunners, your best bet is not to try and compete with the cockpit. For top turrets like the Y-Wing or ARC top gun, focus your shots ahead and try to assist the pilot with his shots. Sometimes the pilots guns are on that ugly invincible spot and you can fine tune for the kill shots. Aft gunners should stick primarily to harassment attacks. TIE Aggressor NPCs have that evil aimbot turret which no player could hope to compete with, so don't try emulating the NPC. Stick pretty much straight aft and if anything gets on your six, harass it off. You may not get a kill, but you can make those sneaky light fighters that like to get around on you think twice.


What really makes it work is communication. Gunners need to follow the pilot's lead and pilots need to think of backseaters as more than just some dude along for the ride and free xp.





Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


psikobunny
Mon Jun 20, 2005 6:50 am
#5

I posted a guide on using the ARC that Tomo was nice enough to put in the clicky list in the FAQ. It has a lot of good tips and ideas for using a turreted fighter.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Catman-Does
Mon Jun 20, 2005 8:06 am
#6

Cheers guys

I was flying my new Aggressor around last night with a guildie in the back trying to figure out how best to fly it. NPC fighters just love to go around and around and around in a big loop and having flown soley Single Person Fighters (I'm 4333 Imperial Pilot) until now: I have the tendancy to just follow the enemy around adjusting the throttle so I turn tighter and maintain him in my sights.

My gunner complained that it was pretty impossible for him to shoot at anything, we tried several ways of doing it including me stopping and him shooting.

I guess it just boils down to two "n00bs" in space trying to work out how to use a turret in a fast moving fighter hoping theres some secret command somewhere that unlocks the turret from moving with the fighter.


I'll give it a few more goes but I'm suspecting two ships would be much more effective





>>>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<<<<<<<<<<<
Catman Does Catius
Dark Jedi Imperial Colonel Droid Engineer & Shipwright
>>>Leader of STEALTH, an Imperial/Neutral Guild on Naboo<<<
>>Shopping Centre -7345 1060 --- Offers Vendor -7349 1054<<
"So instead of sticking to the thing that our players really love,
we start changing it. And now we?re alienating the players
playing our game, losing our subscribers."- Jeff Hickman

KJFett3
Mon Jun 20, 2005 9:33 am
#7

Ships are like tools. You wouldn't use a hammer to put the lug nuts on the wheel of your car....just as you wouldnt take a bomber on a CAP. Now this doesn't mean you "can't" do it, its just not always the "best" way to do it.


Sitting in the back seat of an aggressor can be a pain if you are wanting to get kills. But you have to remember that the rear seat isn't intended for that. If you want to get kills, load up a second fighter and fly as a wingman.


Now, a turret on a Deci....thats a different issue, the pilot needs to make sure he doesn't fly wild so that the gunners can put the guns on target.


2 very different uses of turrents needing 2 very different types of pilots.




Now some have asked for Gyros to stabilize turrets. I think that would be a be help for turrets. Although..too much of a help in small craft. Gyros should be able to be fitted in the POB ships, and left off the MP ships as being "too bulky".



!Drevin of DROW!
!!
CNevyn
Mon Jun 20, 2005 9:47 am
#8

They should also allow the HUD ques a MP ship has to turretted fighters, so the pilot can see targets their gunners are tracking and adjust course accordingly.



C'Nevyn Agere Ranger / Riflemen / Ace Alliance Pilot
Sunrunner - Rori.
"They don't like it when you shoot at 'em. I worked that one out myself."
Learning to Fly
K.I.S.S.: Guide to Better Piloting
Croll
Mon Jun 20, 2005 10:33 am
#9

Some while back I also seem to recall reading a suggestion here that gunners point forward, and the pilot flies like he would normally. Adding your gunners sights into the pilot's HUD would assist in essentially lining up shots for them.



Daraq Trisul
Smuggler Extraordinaire
Ace Pilot Badges: Storm Squadron, Imperial Inquisition, Akron's Havok Squad
Corporal in the Rebel Militia
Elder Master Pistoleer Desperado Rogue

Death Incarnate Advanced X-Wing
Dark Tide Prototype Oppressor


Proud member of the Big Game Hunters
Rorenikibi
Mon Jun 20, 2005 11:59 am
#10

That's pretty much what I do in the Nova Courier. I keep the target in my forward arc and let the gunners fine tune the targeting. This works more against fighters. Against other POBs and gunboats, I keep my broadside to them so the ships shooting me are forced to hit the invulnerable overlap zone while the gunners pelt it. Kind of like the C-130 Spooky gunships do when they "orbit" a target zone.


I've gotten good with piloting using the NumLock to keep the pilot sights centered on the highlighted target regardless of ship orientation.





Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Hoetep_Lampore
Sat Jul 02, 2005 7:58 am
#11



I really think the turret problems are something that the devs need to fix. I know they want to encourage player grouping. So really any problem that takes away from that fun experience is something that the devs will take a look at. The same problem happened in the original halo in the passenger's seat ofthe worthog. As a result no one really wanted to take that position. Needless to say they fixed the problem in halo 2 and the vehicle is a LOT for fun. I think the same thing would happen if the turret problems where fixed.


If your worried that a turret that moves independently of ship movement would be unrealistic, that’s not exactly true. The US air force has a support plane called a spectre gunship. It's side mounted turrets move to compensate for plane movement allowing the pilot to easily aim side cannons at ground targets.


So my point is basically this, the devs have no reason not to fix the problem. It would be more fun, and would fit just fine into the game world. Its just too bad that no one on the original JTL design team had ever played halo

Ducimus
Sat Jul 02, 2005 8:46 am
#12

Get used to the concept of Aerial Gunnery.

In short, shoot where your target is going to be when the bolts get there.

Takes practice, but once you get the hang of it, you'll impress your friends with your gunnery skills.



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
PaladinX333
Sat Jul 02, 2005 9:05 am
#13






Catman-Does wrote:
Is there anyway to "fix" it so you don't have to fight the turrets position when the pilot is moving the ship? I know it wouldnt be very realistic but it's such a pain and nigh-on impossible to shoot anything.

Ships like the TIE Aggressor become useless as the gunner can't aim forward and can barely track anything as the pilot manoeuvres the ship.

Please, someone, tell me theres any easy way to sort this

Message Edited by Catman-Does on 06-20-2005 01:56 PM




I have a worse problem. When I twist around in a fight, I have no problems with the stars and ships swirling around as I fly. When I act as a gunner and the pilot manuvers (rolls in particular) however, I find myself in serious danger of losing my lunch. I get some weird type of relative motion induced vertigo. This makes it hard to aim effectively.


I have scored a few kills as a gunner. I just need to remember to bring along an air sick bag...
Page 1 of 2
Previous Next