View Full Version : Gun Tube Orientation.
SHortreengage
November 7th, 2005, 07:31 PM
It is now impossible to travel while maintaining gun tube orientation IE covering one's assigned sector(a key element of Traveling Overwatch). It would be nice if you unfixed that particular feature.
junk2drive
November 7th, 2005, 07:38 PM
From the 2.5 patch:
* When traveling hex to hex turreted vehicles will have their turret pointing in the
direction of travel now.
Is that what you are asking?
SHortreengage
November 8th, 2005, 04:26 AM
Yes. The fix negates real world tactics. The tanks all travel around like assault guns.
PlasmaKrab
November 8th, 2005, 05:05 AM
SHortreengage,
if you look at the patch correction list (thread above here), I think you'll notice that the vehicles will point to their travelling direction (to avoid running into easy flank shots I guess) except if they have enough FC and a continuous LOS on their assigned target, in which case they will continue to track it.
Check it though, I'm not sure I read that in the correction list, it may be in another thread.
SHortreengage
November 8th, 2005, 05:22 AM
Yes, PlasmaKrab. Thank you. I know that. I'm talking about orienting the gun to cover your sector of fire while moving. Potential targets, not actual ones. For example: a Tank company traveling in a Company Column (Platoons in column)
the Lead tank would have it's gun pointed to the front, the next tank to the right, the third to the left alternating until the last tank wich faces to the rear to avoid any suprises. Other formations would use different orientations.
PlasmaKrab
November 8th, 2005, 05:40 AM
Alright, then I can understand where that fix is worrying you.
Wouldn't that require much code work? I guess that would require at least a brand new switchable "turret lock" function, because IMHO (now tell me what you think about it) the new turret align function can be quite useful apart from any formation scheme.
SHortreengage
November 8th, 2005, 06:09 AM
I don't think that a new feature is needed, just a return to the previous situation. I don't see how the new turret align function will be useful. Just right click in the direction you wish the gun to face then move. You just have to pay attention to what you are doing.
21sec
November 8th, 2005, 10:03 PM
I just went ahead and reinstalled 2.0. This is a deal breaker for me.
Cameronius
November 9th, 2005, 12:00 PM
SHortreengage said:
I don't think that a new feature is needed, just a return to the previous situation. I don't see how the new turret align function will be useful. Just right click in the direction you wish the gun to face then move. You just have to pay attention to what you are doing.
I agree 100%. The old way gives the player more control of the game. I like all the other changes with the 2.5 patch just not this one.
Listy
November 9th, 2005, 03:35 PM
Just out of interest, apart from a aesthetic point of view, why worry?
Nox
November 9th, 2005, 04:38 PM
SHortreengage said:
Yes, PlasmaKrab. Thank you. I know that. I'm talking about orienting the gun to cover your sector of fire while moving. Potential targets, not actual ones. For example: a Tank company traveling in a Company Column (Platoons in column)
the Lead tank would have it's gun pointed to the front, the next tank to the right, the third to the left alternating until the last tank wich faces to the rear to avoid any suprises. Other formations would use different orientations.
Can you be more spesific of what actual advantage did you get whit the old system compared to this new one. I mean did you see enemy units better or hit them more often in opfire?
I personaly like the new turret system. Previously tanks were driving along whit their turrets pointing everywhere. I also see no harm in the new feature because the tanks still turn their turrets when atacking. Also now you are less likely to get your tank destroyed by an enemy tank hitting the side of your turret in a head to head engagement.
narwan
November 9th, 2005, 04:42 PM
Even though it's not a feature I've been using sofar I understand the reasoning behind it. If your not moving directly towards a threat you could under the old system still orient your turret (and its heavier armor) towards either known enemies or the sides you fear an ambush might come from (facing that hex reduces chances of a succesful close assault for example AFAIK and again the heavier armor on the turret front would offer more protection against fired rounds). For many AFV's (MBT's especially) it can make a great difference if you get hit, by an ATGM for example, on the front or side of your turret.
Narwan
Cameronius
November 10th, 2005, 09:38 AM
Seeing as there is such a difference of opinion about the usefullness and reality of this new mod perhaps it is somthing that can be put into the preferences screen in the future with an on/off toggle switch.
Double_Deuce
November 10th, 2005, 10:46 AM
I can see benifts both ways. I hate moving my units toward the enemy and forget to re-orient the gun toward them BUT at the same time as a former tanker I understand the desire to keep the gun toward the known or even "anticipated" threat.
As long as the gun stays pointed at a known enemy target I can live with the current preference/feature. It'll just take a little re-learning things on my part.
Weeble
November 10th, 2005, 09:20 PM
This new "feature" is causing me real problems. I'm ex-RAF not armour, but not being able to face your turret toward an 'anticipated threat' is I believe a retrograde step.
"Tracking" with a stabiliser whilst LOS is maintained is nice, but the overall loss to general realism is not worth the addition.
In a close urban situation would all AFVs move with their turrets facing 12 o'clock?
Disappointed http://forum.shrapnelgames.com/images/smilies/frown.gif
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