Hello everyone, I’d like to make a few proposals, especially regarding the latest updates to the bombers, to improve the game’s realism.
At least in “simulation” mode, I think the view of tail gunners and turret gunners should be limited to first person. Just as in fighters I can only fly the aircraft from the cockpit, the same should apply to bombers: cockpit and turrets in first person (one at a time, with the option of switching from one turret to another, of course). At the moment, it seems to me that the Stuka, having only a single machine gun in the tail, works this way.
The main reason is to prevent bomber players from spending the whole time in the gunner view, looking for targets to shoot down and opening fire at 900 meters, hoping a couple of rounds will hit. It’s frustrating to see this, especially in simulation mode.
Second: when some genius starts performing absurd maneuvers with his aircraft (four-engine bombers going into a series of loops, inverted flight and the like), the gunners should physically suffer from it, somewhat like what happens with G-force. I don’t understand how a gunner can fire with excellent aim while his aircraft is pitching up like a kite or flying a loop like an aerobatic plane.
I don’t want to penalize bombers; I just want simulation mode to be more realistic, so as to build a community there that, rather than experience points and Silver Lions, looks for an immersive gaming experience.
If I’m the only one who thinks this way, I apologize; I’ll adapt to the standard of spoiled brats and, ultimately, I’ll find something else to do.
That would be fantastic, having each player play as a crew member would be the best! But for now, the way things are going, it sounds like science fiction!
For aircraft with multiple turrets, there should be a way to switch to the desired one with a single command. So not a “progressive” 1-2-3-4 cycle, but manually choosing 1 or 4. Either way, the others would be controlled by the AI, not left uncovered!
In any case, I wouldn’t even have proposed all this if I hadn’t noticed that some players spend their time using bombers to get kills, even before bombing, making simulation mode frustrating and boring. In arcade, who cares, but in simulation… ugh…
Aaaaand this is exactly why Gaijin once nerfed bomber to the ground. Players exploited the system to grind in sim. But looks like the dev forgot about it.
Yes, I’m aware of that, but it seems more like a fantasy-game stat. Again, a bomber or an attacker that starts performing maneuvers like loops or inverted flight can’t allow a gunner to take decent aim.
This game is simply becoming ridiculous, also thanks to the players who take advantage of certain mechanics (like a bomber chasing another bomber to shoot it down with its turrets… good grief!)
The 3rd person view is purely to get 1 player to control all the guns of an aircraft without causing nausea.
It’s a realistic representation of multiple gunners working together.
Is it one that over-performs? Maybe, but so far zero people have come up with a better solution.
& no, 1st person view is not a solution for multi-gun positions.
Fighters still hold advantage against bombers in simulator.
It is unrealistic to have only one crew member active at a time while tye rest twiddle their thumbs waiting to be swapped to
We do not need even more keybinds for controllers
Bombers with 6, 8, 10 crew have the situational awareness of that many people. It makes sense for spotting and engaging targets to be much faster when you are simulating an aircraft with 10 pairs of eyes
Exactly, so it’s one person who sees for everyone and acts for everyone. Very realistic.
Oh sure, like when I dive at a bomber at 750 km/h and two hits knock out my engine or kill the pilot, while the bomber is pulling evasive maneuvers that should be throwing the crew right out of the aircraft. Fantastic.
The others would be controlled by the AI, not sitting there twiddling their thumbs. Only manual control of a single turret would be in the player’s hands, so they’d have to scan the skies one angle at a time, together with the AI, instead of seeing their whole aircraft in 360° all the time, blind spots included!!!
Sure, but again, we’re talking about 10 snipers holding machine guns who have a complete view of the world (while the fighter only sees a small portion, the rest being onboard instruments and the cockpit), who spot the target hundreds of meters away and start firing like there’s no tomorrow. All of this while the aircraft pulls absurd maneuvers, just because it’s easier to aim with a mouse. Again, it’s ridiculous.
In these past few days I’ve seen matches where 90% of the players were flying bombers and using them to shoot down other bombers, firing at anything they saw (including allied aircraft, mind you!).
You’d lose the desire if you watched a couple of original WWII videos and realized that a fighter’s attack speed can’t be compared to a turret’s rotation speed, that no bomber gunner fires wildly and risks bringing down their own comrades, and that engagement distances were much shorter.
But it’s obvious that everyone is now playing in simulator just to rack up more points. It’s just a big migration from arcade to farm points and lions, at the expense of a realistic gameplay experience.
A round of applause for the developers, and another for the spoiled brats who get their fun from so little.
Improve gunner AI engagement ranges as they’re far too low at the moment and then restrict gunner view to only one gun placement that’s chosen before flying out. If that gunner dies you’re can’t fire your guns but have to rely on AI.
Keep the third person view for scouting the airfields/bases etc.
Having multiple players to crew one bomber would be fantastic but I doubt it’ll ever happen.
You press a key and it instantly switches you to the exact gunner position that has the enemy in its sight, so you don’t have to cycle through each position to find it. If the enemy moves out, you press the key again, keeping a continuous tracking.
If the field of fire of this position overlaps with another, both should fire at the same time.
The other turrets would always stay under AI control, so no gunner falls asleep! And even while you keep flying the plane, all the turrets would do their job automatically.
The point isn’t to stop bombers from defending themselves. The point is to stop idiots from opening fire from 900 meters away, hoping that 2 shots will land, while having the advantage of seeing in every direction, blind spots included.
It would switch you to the position that has the closest aircraft in its sight, or the one you’ve locked as a target. As @K-A-M-P-O said, while you deal with Aircraft 1, the AI takes care of Aircraft 2.
A issue with the first-person view is that the gunner positions have to be modeled. The placeholders are way too incomplete, and many of them don’t even come close to the visibility or the traverse mechanics they actually had. Not to mention that remotely-controlled guns require extra modeling for their periscopic sights. Gaijin, being a company that doesn’t take on costs without direct profits, won’t find this appealing