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AI Gunners only work in certain missions


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104th_IronMike
Posted

Hi all, does anyone share the experience that the "fire at will" for gunners does not always work?

In some missions it works for me from the get go, in others it doesnt at all, no matter what I do. Is this maybe a setting by the mission creator? For example in Jade Monkey's mission pack they work, in Thad's missions they don't (great stuff from both btw).

Is there anything I am missing? I like to play with them from time to time and concentrate on fast maneuvering as commander/driver.

PS: In general gunners could be a bit less omniscient though, best would be to have binoculars for the commander and assign them targets, and vice versa, wehn you play gunner, have the commander assign you targets

PPS: Likewise it would be great if you could tell the driver a gear setting to drive in as the commander, so you don't have to hold down W all the time.

Thanks for feedback/ input. S!

Mitthrawnuruodo
Posted (edited)

Yes, AI tank gunners depend on logic set up in the mission editor to work. This is not present in all missions.

 

Tank commanding is currently under construction as described in the developer diary, so we can expect it to improve significantly in the future.

 

Edited by Mitthrawnuruodo
Posted
3 hours ago, 104th_IronMike said:

In general gunners could be a bit less omniscient though, best would be to have binoculars for the commander and assign them targets, and vice versa, wehn you play gunner, have the commander assign you targets

I posted already in another thread, when there is an AI gunner (should be optional anyhow, as not everyone likes to have an AI gunner), then the gunner should either only react on your command, like you mentioned, and/or turn the turret on his own from about 10.30h to 01.30h, to look for enemy, and callout sighted enemy, so you can either give him the command to shoot, or take the gunner seat yourself to shoot at the enemy.

And yes we need binoculars for the commander. Would be nice to see some statement from the Devs, if it is planned to implement this in near future. Should definitely be implemented for the campaigns, as it is a big part of the immersion.

104th_IronMike
Posted

Thank you for the replies, guys. It's a bummer that this doesn't work in quick missions either... I think it should be on in all missions, afterall you can choose with the "fire at will" command whether you want it or not. Sometimes I do, and it's a pitty that this feature is locked away. Gunning on your own is great fun and I like being a good shot, but sometimes you just want to sit up there and command and watch the tank go "boom" below you. Do you know if there is a way to turn it back on via mission editor or so? I find it a bit strange that it doesnt work in quick missions at least.

If a dev reads this, please make it available in quick missions. Thank you!

I think tank crew has a lot of potential, if they figure out commanding properly. Having the driver drive for you autonomously would be part of that, too, imo - it would be enough if forward and backwards and you direct him left and right already (kinda similar like it works in arma, you can also look at a point and issue a "move to" command, that would be great, too).

Additionally commanding your platoon ofc would be nice, too. Someone got it to work with flare commands in a mission, which was quite nice.

Posted
56 minutes ago, 104th_IronMike said:

Additionally commanding your platoon ofc would be nice, too

According to the Developers Diary 232, commanding your crew and your platoon will be implemented with the next update end of this month, together with the 10 mission campaigns for both sides. Let's see how this will work.

Only being in the commanders position in my eyes doesn't make much sense as long as we don't have binoculars for the commander. Currently I often use the gunners position just to look around, as he has a much higher zoom than the commander with the magnification of the gunsight. But this again makes the tanks to larger assault guns as the turning back to 12 o'clock position of the turret, once you leave the gunsight view, makes it pointless to look to your sides with the gunsight, as you lose too much time with the turning turret.

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