Rooftop machine guns turn too fast

If you don’t have personal experience then I can not trust your personal statements on how you believe the rockets should be used.

Ihave personnal experience of BOTH ways (yours and the one i propose to you),… i’m not gonna give stats that are biased by doing both,…

Can you read,… B.O.T.H.

I would assume that you want them to operate as they do now, but not past the limits of the main guns firing arc. Is that correct?

Seems more reasonable.

This translates to different characteristics in game.

Ones that do not offer protection against planes and ones that do.

If one vehicle can do it, then my argument is sound.

Pointless argument then.

You don’t seem to know the difference. All of the nations have rooftop MGs.

Not for air defense, which is the subject.

Then what are you trying to discuss? Earlier you said that the devs could just disable the MGs.

I can’t help it if you can’t understand sarcasm or hyperboles.

So since you won’t answer my question like an adult, I’ll assume that your main issue with these rooftop MGs is that the US primarily used the M2 as a rooftop machine gun. Gaijin has no control over that and they implement vehicles as close as they can to how they actually existed. They have already balanced the vehicle’s battle ratings with the rooftop M2s in mind, and they do push the battle rating of vehicles higher. I can understand that the M2 is more effective than rifle caliber MGs, but the fact of the matter is the nations represented in Warthunder chose those weapons for their vehicles, and this isn’t a game where they will change things like rooftop MGs to something not carried by that vehicle. The prevalence of the M2 on US vehicles is something beyond Gaijins control, but they aren’t going to radically shoft from having things be, for the most part, accruate to real life.

In terms of the rooftop MG movement, it doesn’t hurt anything with the way it is. All vehicles with them can move them the same, so the playing field is level from a mechanics standpoint. Having them trained to within the limit of the gun aiming arc is just being extra picky, especially when it happens most of the time anyway.

I need you to provide me your ingame statistics so I can know that you’re arguing in good faith rather than coming from a place of complete ignorance in regards to helicopter performance.

You realize that people can have knowledge without having certain stats for certain vehicles right?

1 Like

You can found it yourselve,… not that it really matters as i didn’t played much helis,… but even if i didn’t played much, i know it is possible to have kills from 4/5km away with unguided rockets → thanks balitics laws, pratical use over several games,…

I realize that someone who is telling me they know the best way to play a helicopter either has time playing helicopters or doesn’t. If they are unwilling to show me their own personal statistics on helicopters then I am unwilling to trust their opinion on what is and isn’t effective ingame.

I’ve posted my own statistics on helicopters. If you are unwilling to do the same to show to me that you’re arguing in good faith I can not have further discussion with you.

You can found them and post them if you prefer,… i don’t need to argue to a guy that things stats is above all, when:

→ the player is telling not to use the same flight pattern each game, play PvE aswell.

=> the players stats will not render any efficiency to the proposed method by the same guy.

If you prefer to learn about it → go in custom and try,…

Acting as you do just is stupid,…

FFAR aren’t strictly on helicopters, so their use can be known by people that play fixed wing aircraft. The FFARs on American aircraft can be used at longer ranges, but are an area effect weapon instead of a point weapon. That means you need more to successfully hit your target at the longer range than if you were much closer.

I do not.

I don’t believe stats are above all. I do believe that if you don’t play helicopters and are telling me that you should be engaging from 4+ KM with unguided rockets then I want to know you’re doing so from a position of experience.

This thread is discussing helicopters.

FFARs aren’t only on helicopters. Their range and effectiveness isn’t only known to rotary wing pilots.

This thread is discussing helicopters.

Nah there is differences between aircrafts and Helos,… as the FFAR doesn’t get the same base speed therefore the balistics is different.

FFAR from a Mach2 flying aircrafts would be able to travel up to 8km with no problem.
From an HELO, it would definetly fly less than that,… maybe around 5km to 6km,…

Wow, the title and initial post really mentions alot about helicopters, doesn’t it. If only there was a way to know what a post was about by looking at something that may explain it in a few words, like a title or something, or even a short descirption of what should be discussed as a short post to explain the thread’s author’s, like the inital post.

Yea, I understand the difference in momentum imparted on the rockets by the plane. I’ve used them on helicopters, the early jets, and the supersonic jets. Pretty fun weapons to send off from all of them.

If you say so, man… if you say so.

One way I’ve seen people use rockets at longer ranges is to lock a target with your activate target point from the laser view and then go back to your normal view in order to aim the rockets by using the target point box as a reference for the target. It can keep you out of the line of fire for longer, and depending on what range you’re firing from you may be able to stay behind cover and arc the rockets over cover.