Where one side only started with carriers and needs to cover a bunch of landing craft to land and capture the mid-map airfield, which you cannot fly near too early, otherwise you would be deleted by AA as a fighter?
I was talking about how easy it is to intercept bombers that spawn on the ocean side, so what you just said has no relevance to that.
these shots are even easier when ur not at point blank range
Does being able to hit someone at that range justify the gunner not moving unless the enemy was within 3- 400 m range, which is about half of the historical effective range ?
Not for the wing-mount turret; every non-centre-line turret arrangement plane has a 700-800 m range limit for manual aim.
You can move the gunners, when the enemy is at any range! The more you know
pretty sure the only plane with wing mounted turrets is the bv
that plane also has turrets that are mounted on the tail and nose iirc
There are P.108 B, Pe-8, and TB-3M
then like dont play them if you cant aim idk
Is it justified to make a defence gunner intentionally underperform? Of course, the player can aim much further, but the gunner can’t even match the effective range, even in Ace?
The current Bomber gunner view runs on a point in a fixed-size sphere; every available gun aims at that point on the fixed-radius sphere. It works for a plane with only one turret, since the sphere centre is at the gunner, but for multi-turret planes, the centre point is set somewhere in the middle of the plane, not at any individual turret. Everything is still fine when the enemy is stupid enough to attack directly from the back, since your plane’s fuselage (your turrets’ alignment) and the enemy are on the same line.
But when the enemy attacks from the side or at the 2, 4, 7 or 10 o’clock location, all your turrets aim at the point on that sphere you are trying to hit; all the bullets focus on that point and diverge after that. The current multi-turret control system is a broken centralised remote turret system with a fixed range setting; it cannot shoot where the player is aiming.
This distortion would be most apparent in the wing-turret config bomber.
Since the turrets aren’t shooting where the player is manually aiming in 3D, unnerfing the turret AI gunner is quite justified until they overhaul the current system.

Same people who were rushing for lone bombers early match are now complaining bombers can properly fight back, comedy
I can’t make a suggestion on both russian and this forum, but do you think, guys, bombers should not reload their gunners in mid air in air RB? They can’t, iirc, in air SB, but in air RB they can fly for 80 minutes and shoot their gunners all this time, with short reload periods.
I think the first question to answer is how much extra turret ammo did bombers carry IRL.
Idk my P.108 doesn’t feel like oversurvivable, maybe some other planes which were already relatively tougher in comparison got way harder to kill. Although maybe it’s just because of useless turrets.
I find the current state of bombers durability realistic and immersive. The only thing i don’t like is the exaggerated fire animation when bombers burn.
The only thing I don’t like it infinite gunner ammo.
If there is no such info, I would just make 5 belts/magazines for every turret or something. So you could count how much ammo the bomber has
The problem is, I can’t make a suggestion for some reason, on ru forum moderator says that “bombers already have limited ammo”, while they don’t, and on this forum I just was rejected 2 times, so idk.
We have to somehow pass this to devs as a feedback