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German Rear Gunner Elevation


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J30_von_Hammer
Posted

The fellows who play the German planes are not real big on complaining. We get shot up by rear guns on Allied aircraft regularly and I don't see anyone hardly complain, except maybe new players, about the upwards or downwards angle they can achieve. However, when folks want to play the gunner in a German plane, they are restricted. Why? Beyond just giving another advantage to allied players, why does the German plane have to be handicapped. The Halberstadt is already the slowest, least maneuverable plane around, and it has to have this additional handicap? 

 

Knowing the foremost German aircraft gun expert in the world (he's my life long friend), I have put the serious question to him as to how flexible the Parabellum actually was, and how much angle up and down could a gunner get out of it. But, when I get the answer, the big question is, will the developers listen and be true to accuracy?

 

The Gotha was fun for a few days when it appeared, and we discovered the gun operated more like in RoF. Fun returned. But, a short patch later, the gun is now restricted. Fun went away. I'm sorry if Spads can't play whack-a-mole with German 2 and 3 seaters, but, in real life, rear gunners were dangerous. And pretty much nobody turns on the turbulence features in the servers they make, if we want aim to be less than perfect. And, being a gunner in combat is really not all that easy anyway if the target is maneuvering. 

 

The German planes basically have little to do defense, especially when flying low, as they can't fend off a diving enemy plane. There is no way the real aircraft would have had that handicap and be accepted by the RLM. I have gone to using the Becker because it's our only hope. The one short burst we can achieve on the enemy needs to count, and with that gun, it does. If you want true real, how about eliminate the twin Parabellums, as that is not realistic, and give the gun it's full range of motion that it really had so it can defend itself. if not, explain the bias against the German gunner and why. To listen to folks who don't like facing risk has reduced the number of players overall- I've been around long enough to know how these little biases can wreck profitability for a game, and it has. We're not as busy as RoF used to be, as an example, and no where near what RedBaron3D had going. We should be as busy as the WWII games if things were more even in certain features, which keeps people playing when they don't sense the odds are stacked against them. 

 

Please, return the flexibility in elevation to the German Gunners

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Posted

Absolutely. If the Central guns did elevate higher, and you'd expect them to, then the sim should reflect that. 

Does anyone have data showing this? 

Posted (edited)

for players in allied planes..   you see the developers and moderators prefer allied planes, and well they dont have many special friends on the game who play with german planes

 

If you get bored fly the german plane with the becker auto cannon in it. Youll notice that the ammunition for it suddenly requires 2-3 hits to do the same damage required before the handley was released

Edited by MisterSmith
Violation Rule 6
MisterSmith
Posted

You can discuss the elevation and DM here but tread lightly on balance and dev bashing.

 

Smith

J99_Sizzlorr
Posted (edited)

If you look closely at the german and the allied gun mounts you will notice the difference. Allied guns were mounted on a so called Scarff mount which had a ring on it that could be elevated somewhat, so that you could get your gun in more different angles. The German copy of it had no ring on it which could be elevated. So the angles you could get your gun in were limited. German observers compensated for this by climbing onto things in their cockpit when attacking ground troops for example risking to fall out of the plane during intense manouvers.

 

Speaking of the gun mounts on 2 seater planes, I would like to see them operate a little more realistically. It was actually very difficult and tiring to throw those things arround at higher altitudes especially with two guns mounted on it. Those mountings were locked during flight and if you wanted to swing them from one side to the other you first had to unlock them and then swing them arround against the wind and g-forces. 

 

I would like to see a function that locks and unlocks those rings otherwise they would keep on spinning with g-forces and wind and throwing off the observers aim. I also like to see a difference in the speed those ring mounts operate in dependance of how may guns you have mounted on it.

 

 

Edited by J99_Sizzlorr
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