Rooftop machine guns turn too fast

Yes they’re usually quite high otherwise crews / infantry could hear them.

Your the one claiming their in game performance is too high? So prove it and show me that statistic

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I have played both helis and tanks. Helis are fine how they are now, and ATGM helis are op in many cases.

A tanks only counterplay against helis is an MG.

This thread is just showing your inability to fly.

Depends on the drone / how it’s being operated.

somewhat effective =/= you die

These two statements contradict eachother.

Is your argument their performance isn’t too high?

They clearly don’t lmao

If tanks can’t kill helicopters firing outside of their range then how does a rooftop machine gun effect this situation?

No that’s not how this works, your claiming their too high so they need to be changed, so show us the statistics for your argument? Show us your documentation on traverse rate whilst your at it because so for your argument has produced ZERO factual evidence

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If you don’t want to advocate for your position I don’t understand why you’re commenting.

That’s not what I am saying. Cheap hobby drones used for surveillance or dropping fly close enough to the battlefield to be downed by small arms. Countless videos on the internet exist of this happening. So I am saying machine guns are effective against drones at close ranges.

This doesn’t change the fact that roof mounted mgs, by your own omission, is somewhat effective against helicopters at close ranges. Now this is for one tank. What happens to a helicopter when charging against a whole squadron of tanks in warthunder?

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If that’s the case why would you in turn make it worse to help balance the game.

False equivalence. CAS is considered overpowered regardless of the effectiveness of roof mounted HMGs. All we can say is that roof mounted HMGs are not effective enough to make CAS non-overpowered in the eyes of the players.

Indeed, such HMGs are one of the only counters to CAS for these vehicles throughout the tiers. They are most useful against slow flying targets, and ones diving directly on to the player, which while they are much more common at the lower BRs, is still a sight even into early/mid jets. Some SACLOS players will commit to a full dive right into my .50 if they’re greedy enough. It’s only once you come up against standoff range munitions that HMGs lose any useful ability to shoot back at the aircraft.

In short, we have a game mechanic that’s considered OP, another one that’s the single useful counter to it the vast majority of tanks have, and you’re advocating to nerf the later to benefit the former? Based on no real historical evidence (And in fact dismissing given historical evidence), just out of a desire to make your gameplay experience most enjoyable for you personally?

Are we going to see the opposite thread later, when you stop playing helicopters with close range missiles and instead start playing the tanks that are most vulnerable to them?

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If you don’t have evidence then i dunno why your making any argument

What does happen when a rooftop machine gun which doesn’t require a crew member to be exposed to operate can rotate faster than is mechanically / humanly possible and there’s multiple said machine guns engaging you at the same time?

Yes which is why bringing up planes to discount rooftop performance is irrelevant in the first place.

Because you suck at the game and fly your heli inside MG range?
not our problem you singlehandedly make Helis killable by tanks. I whish i would face you in a heli more often if an Mg is your biggest issue.
Normally Heli players kill 3 to 5 people with rokets from 2kms away.

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My Abrams has proxy HEAT-FS it’s really fun to kill charging KA-50s with it

Meanwhile we’re operating multi crew vehicles on our own so what’s your point… Where do your draw the line on realism

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