Pilot Archive

Thread: Krayt Gunner Load up the Best weapon, or worst weapon for that slot?

xrayallen
Sun Mar 20, 2005 4:19 am
#1

I have been in the habbit of loading my worst weapon in the gunner's slotand keeping the best weapons for my own use. The gunner has a much more difficult time aiming since he has no idea which way I will turn next and when I turn tail to run and regenerate, the weakest of my 4 weapons it good enough for him to keep them from following me.


What's everyone else's opinion on this?
hatfield02
Sun Mar 20, 2005 4:22 am
#2

I usually have my worst weapon on the wing. Most of my gunners are good turret fighters though.



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Washell
Sun Mar 20, 2005 4:49 am
#3

Put in the worst gun then blame the gunner for not doing his job


Just kidding.


If you start using roll you can pretty much keep a target in the same spot (Centerline, above you). This will give the gunner a very easy time. If you can do this consistently, you'll want to give the turret the biggest gun you can fit there.

Komabai
Sun Mar 20, 2005 7:06 am
#4

Which gun number is the turret gun?


Thanks


Komabai


PS without a turret gunner does it just fire striaght forward?

DarkBShadow
Sun Mar 20, 2005 7:56 am
#5

2

and no without the turrent gunner it does not fire.

just like the yt1300

Message Edited by DarkBShadow on 03-20-2005 09:56 AM



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psikobunny
Sun Mar 20, 2005 8:34 am
#6

I put my best gun in the turret, since the difference between 3 good guns and 2 good guns and a great gun isn't enough to worry me. I like my gunner to be useful, good aim or not, and giving them the best gun means the hits they score count a lot more than if I had given him a plinker.



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MonsofoLexius
Sun Mar 20, 2005 8:36 am
#7

plinker all the way



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Peace_Keeper
Sun Mar 20, 2005 3:37 pm
#8

I put my best gun in the turret and my worst out on my wings.

Just let your gunner know, before launching, that you will attempt to keep the closest enemy in front of you.

Then always roll so that you are diving when shooting at the target. i.e. The target indicator is below the enemy ship.

This gives the gunner a clean shot at the enemy.


The biggest help in pilot & gunner relations is some form of verbal comms. I use Team Speak 2 myself.

When I'm on the run (it happens) he/she can tell me when to pull my nose up/down, roll right/left, yada, yada, yada...



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Zanholo
Mon Mar 21, 2005 1:07 am
#9

I took up a gunner with me last night for the first time in a while. I was quite surprised at how much better he was able to hit things than my previous gunners.He's newto jtl and tier 2 imp, so it's not that he was well practiced. Specifically, he was able to hit the same forward fighter targets as I could in most cases.


Now, maybe I am just a better pilot now than I was before...maybe it's because I was conciously aiming low on targets when I could so that his gun could hit the top part of the target without going over.... I could have sworn that previous gunners weren't able to hit my forward target unless it was a very big target.


I gave him the second best gun of four, one of my level 9's. My bolts were purple and his a deep blue...how purdy!



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Mullet-MAN
Mon Mar 21, 2005 6:45 pm
#10






psikobunny wrote:

I put my best gun in the turret, since the difference between 3 good guns and 2 good guns and a great gun isn't enough to worry me. I like my gunner to be useful, good aim or not, and giving them the best gun means the hits they score count a lot more than if I had given him a plinker.






agree with this guy, it is easy for the pilot to hit stuff the gunner is another story. If you are gonna put a crap gun in why even bother.




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