Pilot Archive
Thread: Turrets are painful to use when the ship moves Anyway around it?
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
The Pilot has guns to handle the stuff in front.
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.
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
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.
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 ![]()
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.
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