Tail Gunning -1 reply

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It's Happy Fun Ball!

aka Killed in First Minute

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21st October 2005

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#1 12 years ago

Awhile ago a friend of mine and I decided to see if we could actually learn how to tail gun effectively. We spend many evenings together in vanilla BoB servers, trolling up and down the English Channel in a JU88, trying to get jumped by Spitfires. That part of our plan was hugely successful. After many crashes and many burns, we finally learned the trick to it. (The pilot goes into a steady climb, while the gunner fires the gun at the enemy's nose, then shifts his fire towards the exact center of the screen until he registers hits.) Believe it or not, we could sometimes shoot down multiple fighters on our tail this way. When we switched to FH, we found the principle worked the same. But here's the thing. With some tail guns, especially the HE111, the muzzle flash makes it impossible to see while firing. This may be realistic, but it makes the tail gun utterly useless. So here's my point (finally! :o ) I would really like to see useful tail guns in FH2, even if that means sacrificing realism. They are hard to master and rarely used, and the postion needs a little 'help' from the devs. I suggest:

  1. a very high rate of fire;
  2. high damage; and
  3. NO MUZZLE FLASHES.



Gauntlet

Dead rather than Red!

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25th April 2004

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#2 12 years ago

I wouldnt mind seeing some of this implemented, altough it dont have to be overpowered.

But as it is now, its no point beeing more than one guy in each bomber (the pilot).




Lobo

All your base are belong to FH

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27th April 2003

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#3 12 years ago

have you played new Midway?, a B17 with gunners is death from above for japoneses, their zeros sweat to take it down




ctz

FH Devolver

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17th May 2004

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#4 12 years ago

4. x and y stabilisation

:)




Mp5-Killa

FH Betatester

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19th April 2004

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#5 12 years ago

Well as far as I know - the muzzle flashes in FH are a bit too hollywood. I'm pretty sure massive flames didn't erupt from the end of the guns once fired. So i'd fully support that part of this suggestion :).




Flyboy1942

A.K.A. Ghanrage

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29th January 2005

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#6 12 years ago

I agree...theres just too much to have to compenstate for with the whole lag/delay/connection speed aspect (along with the realistic leading), that the muzzleflashes just make it pointless to try...I also suggest adding more of a tracer effect so that it makes it alittle easier to see where you bullets are going...




stylie

Mas stylie por favor...

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13th April 2005

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#7 12 years ago
Killed in First Minute(The pilot goes into a steady climb, while the gunner fires the gun at the enemy's nose

Does the pilot HAVE to be climbing?




Flyboy1942

A.K.A. Ghanrage

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29th January 2005

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#8 12 years ago

I suppose so as that would slow down the fighter and make it in fly straight at you...




It's Happy Fun Ball!

aka Killed in First Minute

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21st October 2005

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#9 12 years ago
stylieDoes the pilot HAVE to be climbing?

It REALLY helps. It keeps you flying in a straight line, and forces them to fly in a straight line at your tail. Also, when you climb, the fighter has to climb to chase you. Climbing costs the fighter power and maneuverability, making them a slower, less responsive target. True, it does the same to you, but you were a big slow target to begin with and this really evens the odds. Oh and no Lobo, hadn't tried it yet. For some perverse reason, I usually fly torpedo bombers on that map. I will try it tonight though.:tommygun:




Suckyshot

meh I got nothin...

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15th June 2005

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#10 12 years ago

It would be nice to have more tracers as someone said before, especially since we don't have any sights are anything like that. Also, with the B-17, is the ball turret a good weapon against Japanese Pilots standing on the carrier?