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View Full Version : Anyone here enjoy being gunner in tank?


Quemical
07-25-2007, 05:24 PM
I don't i'd rather be doing my own thing. Plus whe i hop on a tank, i find it very difficult to kill anyone specially in the PAC tank, the blue light of the machine gun when it fires, makes it hard to see where my target is. Plus the driver not staying still or knowing what i am shooting at makes it hard as well. It's just a pain, being tank gunner was something i actually did and enjoyed in 1942

In the gunship, i do enjoy it, specially if i have a competend pilot, I still got a LOOOOONG way to go to get those 8000 aircraft kills :confused:

The_Eliminator
07-25-2007, 05:27 PM
IMO the tank gunner should be given a few AA rockets, there is nothing special about being in a tank gunner position at the moment. Perhaps give them 4 AA missiles that take a few seconds to recharge each time.

Quemical
07-25-2007, 05:29 PM
I love that idea, but it would make the hachimoto a little less special. Haha. Plus ppl will complain that tanks will overpower walkers cuz they got 2 guys shooting AA artilary at them. Then they will want the same for the wakers.

When i am tank gunner, i just keep a lookout for anyone trying to go for the vents in the back

The_Eliminator
07-25-2007, 05:30 PM
I love that idea, but it would make the hachimoto a little less special. Haha. When i am tank gunner, i just keep a lookout for anyone trying to go for the vents in the back

But the hach has speed, a grenade launcher and a TV missile, IMO its a completely different type of vehicle. The tank gunner needs something else, its just boring getting into a gun seat where it feels like you are firing peas at people.

Quemical
07-25-2007, 05:32 PM
its just boring getting into a gun seat where it feels like you are firing peas at people.

LOL. Yeah. It's pretty much the only vehicle where i don't really care to be on board as a passenger or gunner.

The_Eliminator
07-25-2007, 05:34 PM
i see the tank gunner as a free ride to where ever the driver is going, i dont get in there as think im actually going to kill something with this thing, it overheats too quickly, its not got enough firepower, its just downright boring.

Erhardt
07-25-2007, 05:39 PM
I don't mind it. Not the most exciting role to take in the game, but I don't mind it.

I'd agree maybe an el-cheapo AA missile would be nice... scour down a gunship a bit with the gun, finish him off with a missile (I figure something about the strength of a singe SAAW missile... one shot with a long reload and maybe even a need to resupply... while the gunner could use a little more oomph, I don't think we want tanks to become roving AA units).

Bardo
07-25-2007, 05:42 PM
only thing its good for is shooting at gunships =)

i rarely tank... so i rarely kill any.... but i do inflict damage, and of course they fly off and repair....

but if you're talking about being a devote tank MG'er.... yeah... you're not going to see much action.

i actually hated mg'ing in tanks in 1942 and bf2... as you were easy sniper prey.

Quemical
07-25-2007, 05:47 PM
Tank gunners should be able to launch EMPs :) Like The APC. The gunner could help tank drivers to keep walkers still

Trippet
07-25-2007, 06:03 PM
I actually do enjoy riding in the tanks' top guns, as long as I've got the driver on VOIP/TS/Vent. They make short work of FAVs & unshielded aircraft and can be a lifesaver when you've got an engy who thinks he's sneaky when he pops out behind your tank only to find that the gunner knows what he's doing and is watching his six for sneaky engies. I imagine both tanks' MGs are the same, but for some reason I prefer the sound/feel of the hovertank's MG over the tracked model - the latter just feels like a BB gun while the former feels like a little mini-cannon. :)

Strike1.Tango
07-25-2007, 08:02 PM
I really have to ask: What is the purpose of the tank in this game?
It's slow, the main gun nor the gunner gun is very strong and it is extremely vulnerable. The poor EU tank has two spots that will instant kill it with pilium.

I mean if I was HC in either of the coalitions in this game, I wouldn't waste resources on building old fashion tanks.

Deesies
07-25-2007, 08:05 PM
Only when I'm with a friend or something so I know what to expect. More so if I can talk to them so I can spot and say when to stop and whatnot :)

Gunner can be pretty useful against aircraft and jeeps and people creeping up behind you (especially with the nekomata)

Roger Smith
07-25-2007, 08:10 PM
the bf2 tank/jeep 50cal was perfect.

-wasnt so accurate that it was un-sprayable
-actually did some decent damage to infanty
-actually did some decent damage to air vehicles

id like to see all the vehicle mounted machineguns in 2142 perform more like the ones in bf2. either high rate of fire, or high dmg, either one, but they definitly need to be more sprayable imo.

ps: the gunship tv missile needs to be more controllable and destroy anything in one hit, regaurdless of shields

Deesies
07-25-2007, 08:21 PM
gunship TV missile is very controllable (bind movement to keys)

SlvrDragon50
07-25-2007, 08:25 PM
Dont get enough kills as a gunner..

Most people are sniping other tanks in the tank..

Roger Smith
07-25-2007, 08:42 PM
gunship TV missile is very controllable (bind movement to keys)which movement? air vehicles?

Braveman
07-25-2007, 09:16 PM
i think the tank round should be more damaging to vehicles(walkers), i mean, isnt that a tank main occupation anti armour. shame it takes around 3-5 armour penetrating rounds to waste a walker but it only takes 2 volleys of mini missiles to waste the tanks

Quemical
07-25-2007, 09:20 PM
The PAC tanks is way better than the EU tank when it comes to battling a walker, due to the fact that the PAC tank can manouver better around the walker, it can move in any direction and actually dodge the missiles

Roger Smith
07-25-2007, 09:32 PM
personally i think the walker is a retarded implement of war that would never work in the real world. as for the game, dealing with walkers in tanks is easy. those rockets are ineffective at a range, so just keep your distance.

Erhardt
07-25-2007, 09:37 PM
The poor EU tank has two spots that will instant kill it with pilium.
Yeah, but I think the total area of those TWO spots is roughly equal to that of the PAC tank's SINGLE spot, which is freakin' enormous. So, with the EU tank, you've got two sweet-shot kill zones, with the PAC, you've only got one, but that one is just as easy to kill the tank with because it's so easy to target.

Deesies
07-25-2007, 10:08 PM
which movement? air vehicles?

If you bind pitch forward/back and roll left/right to keys (I use arrow keys) The missile becomes much more stable than when using the mouse :)

Roger Smith
07-25-2007, 10:25 PM
ahh, ty ty.

Twizzz
07-26-2007, 01:02 AM
Being a tank gunner is kinda like being a good APC driver - your just there for the team effort. Which is the way it ought to be. Purposfully doing your "job" so your team mates can get the kills. Atleast you get a half point for it.

Micster
07-26-2007, 01:40 AM
The Tank Gunner's purpose is to do what the Driver can't do best in his current position, kill Infantry. It's fun to do so, and I most certainly do not use it on Armoured vehicles.

Ghiblian
07-26-2007, 02:02 AM
I actually do enjoy riding in the tanks' top guns, as long as I've got the driver on VOIP/TS/Vent. They make short work of FAVs & unshielded aircraft and can be a lifesaver when you've got an engy who thinks he's sneaky when he pops out behind your tank only to find that the gunner knows what he's doing and is watching his six for sneaky engies. I imagine both tanks' MGs are the same, but for some reason I prefer the sound/feel of the hovertank's MG over the tracked model - the latter just feels like a BB gun while the former feels like a little mini-cannon. :)

Eh... why does it matter if the aircraft is shielded? Tank AA goes through the shields.

Anyways, I think it'd be pretty cool if they changed the tank AA guns to do 1 damage per round to armor. Sure, you're not going to be taking down every piece of armor, but you'd be a valuable asset to the driver and score quite a few kills.

Being a tank gunner is kinda like being a good APC driver - your just there for the team effort. Which is the way it ought to be. Purposfully doing your "job" so your team mates can get the kills. Atleast you get a half point for it.

Except the APC driver can score a ton of kills. Its main gun is a lot more accurate and easy to use because you are controlling the vehicle. With the AA gun, you can at best be an annoyance to the engineer trying to take you out or the gunship coming at you. Otherwise, you're just a walking, talking "hey, look at me, I'm over here" sign.

The Tank Gunner's purpose is to do what the Driver can't do best in his current position, kill Infantry. It's fun to do so, and I most certainly do not use it on Armoured vehicles.

Eh... it's nearly impossible to kill infantry if you're in the Nekomata. With the Tiger, it's a lot easier, but it's also a lot easier for the main tank to kill infantry. And the tank gunner's purpose is anti-air. It's just not very effective at it.

Ekonon
07-26-2007, 02:23 AM
When I play engineer, I find that a good tank gunner with an eye to the back can make taking out the tank much more difficult. Without a gunner, trying to cap a flag or silo in tight quarters or even with any decent variety of cover around is inviting death. When I have a tank and do decide to risk capturing a point, I'll often switch to the gunner seat myself if there's no one else around. Much easier to sweep your view around quickly, and if they see your turret facing the other way, they'll often think they're safe so they'll be less cautious.

That said, all of the above is strong reasoning to never take a tank close in, and instead stand off from a considerable distance and use the tank's zoom. However, in these situations the gunner is useless, and the tank isn't even bringing him closer to the action. Thus, it'd be nice to give the gunner a comparable zoom level so that he'd have something to do, even if it's not that effective from such a range.

Trippet
07-26-2007, 03:20 AM
Eh... why does it matter if the aircraft is shielded? Tank AA goes through the shields.
Seriously? By "Tank AA" you're talking about the F2 seat machine gun, right? I'll have to try that again, because my memory is telling me that on multiple occasions I've overheated that F2 gun at a hovering, shielded transport, and the health bar never budged. I won't discount the possibility that I'm wrong though.

Ghiblian
07-26-2007, 03:59 AM
Seriously? By "Tank AA" you're talking about the F2 seat machine gun, right? I'll have to try that again, because my memory is telling me that on multiple occasions I've overheated that F2 gun at a hovering, shielded transport, and the health bar never budged. I won't discount the possibility that I'm wrong though.

Yep, I'm talking about the F2 machine gunner position.

The EU gunship shields block: SAAW rounds, all engineer anti-vehicle weapons, rockets from walkers and gunships, main tank cannon, TV missiles, ground Rorsch cannon (does not block AA Rorsch rounds). Am I forgetting anything in there? I think that's all.

The PAC gunship shields don't work.

(My subtle humor aside, all shields in the game work like this)

Vikaman
07-26-2007, 04:24 AM
Seriously? By "Tank AA" you're talking about the F2 seat machine gun, right? I'll have to try that again, because my memory is telling me that on multiple occasions I've overheated that F2 gun at a hovering, shielded transport, and the health bar never budged. I won't discount the possibility that I'm wrong though.

I am sure every projectile apart from the gunship missiles can penetrate the air-vehicles active-protection thing.

CussCuss
07-26-2007, 04:28 AM
im pretty sure noone would want to be a gunner in my tank, too much sniping.
But it is just so much fun to say... Pot shot people at silo 2 on sidi from 1/2 way across the map.

all thats needed is an support sonar, that does the job of the gunner.

Ghiblian
07-26-2007, 05:36 AM
I am sure every projectile apart from the gunship missiles can penetrate the air-vehicles active-protection thing.

Eh... read my post. o.O That would be an absolutely ridiculously useless shield if all it blocked were gunship missiles.

Takon
07-26-2007, 06:50 AM
the purpose of the gunner is to kill recon when they rush you with RDX.

Micster
07-26-2007, 06:52 AM
Eh... it's nearly impossible to kill infantry if you're in the Nekomata. With the Tiger, it's a lot easier, but it's also a lot easier for the main tank to kill infantry. And the tank gunner's purpose is anti-air. It's just not very effective at it.

I don't find any difficulty in killing Infantry with either tanks on the Second position.

I do not truly agree with the tank gunner's purpose as anti-air. It can't look directly up and it does a very small amount of damage. I do try and damage Air units this way, but not often do I get a kill.

firescout555
07-26-2007, 08:07 AM
IMO a gunner help makes capping flags easier, since they help cover the shortfall and weakness of a tank. i often park my tank on a piece of cover with the rear facing the cover(on neko), while the tiger i have to turn my turret towards the rear to check my rear if there is no cover, all while looking for other threats. with a gunner, hopefully they can help me do the job.(that is, hopefully...)

on topic, even if there is nothing to do in gunner seat, you can earn their assist points lol...

Ghiblian
07-26-2007, 08:32 AM
I don't find any difficulty in killing Infantry with either tanks on the Second position.

I do not truly agree with the tank gunner's purpose as anti-air. It can't look directly up and it does a very small amount of damage. I do try and damage Air units this way, but not often do I get a kill.

If you read what I said, I basically stated that its intended purpose is to kill air. Again, it's just not very good at it. I guess you're a very good shot with that gun because with a Nekomata strafing all over the place, I can barely land a single good shot on infantry.

Micster
07-26-2007, 09:24 AM
If you read what I said, I basically stated that its intended purpose is to kill air. Again, it's just not very good at it. I guess you're a very good shot with that gun because with a Nekomata strafing all over the place, I can barely land a single good shot on infantry.

I suppose that it's just preference then, everybody's good at different things. ;)

HTE1
07-26-2007, 09:38 AM
If you read what I said, I basically stated that its intended purpose is to kill air.

Correct, it's enough to scare off a hovering gunship and if you're lucky, very lucky finish it off as he heads for home. But when does a good gunship (i.e. one worth worrying about) ever hover above a Tank?

Edit. The beta tank gunner had a lot more bang per pound
http://www.youtube.com/watch?v=srMhMhGSfE4

dontsh000t
07-26-2007, 01:57 PM
the tank gun has no splash damage which means you'll have to aim accurately from a moving platform, and it has a slower ROF than the FAV i tink.
the gunner should get guns that are half as powerful as the transport ones in terms of splash.

Deesies
07-26-2007, 02:00 PM
They should add vehicle capping back for tanks. Seems silly that the gunner has to get out to cap the silo/flag.

It's understandable for APCs and transports but kinda annoying for tanks :P

The_Eliminator
07-27-2007, 12:36 AM
I think they should just increase the damage and its splash but limit it to actually having ammo like the walker does.

Vikaman
07-27-2007, 11:09 AM
Eh... read my post. o.O That would be an absolutely ridiculously useless shield if all it blocked were gunship missiles.

Actually, I have tried this, and the tanks secondary and primary fire did damage a gunship.

Maybe it protects a gunship from other AA weapons (SAAW, AA turret etc), but not other classes of weapons (tank shell etc). :mad::eek::D

Minmaster
07-27-2007, 01:04 PM
splash damage from tank gunners should be increased when the tank is moving. it's almost impossible to shoot down infantry when the tank is moving at full speed, therefore a little splash damage should help out. same with FAVs...it's also impossible to shoot down anybody while it's moving. give them splash damage like the aircraft guns.

Thy-Tormentor
07-27-2007, 01:10 PM
the purpose of the gunner is to kill recon when they rush you with RDX.

The sad thing is, that you'll never have a chance to hit that bunnyhopping SOB with the already bouncing tank, like Nekomata. On top of that, the muzzle flash will make it hard to even see your target at all. I honestly think the gunner position has been rendered useless due to the sum of many flaws. First of all, the damage dealt is insignficiant, in practice. In combination of circumstances mentioned above, will cause serious trouble for the gunner.

Secondly, the view from the gunner's position is very poor. Especially on larger maps, it takes a rare mentality for one, to willingly become a tank gunner. All he can actually do, is to spot targets mainly around, or above the tank itself, and distract enemy air units, in which, the machine gun is practically useless. While it does cause hoverers to flee, it won't cause enough damage or confusion for the gunship, to cancel it's attack run.

On the other hand, in Belgrade, or around more complex environments like flag zones, gunner's importance grows exponentionally higher. As mentioned, he cna provide invaluable cover for the tank against recon troops/engineers, trying to approach from the flanks, or behind. When the settings becomes more offensive for the tank, there is again little, that the gunner can do. Infantry is able to conceal themselves much better in urban environments, thus, leaves even less time for the gunner to react to any possible threats. In my opinion this is unfair, because if you compare the engineers ability to fire it's pilum at the tank, against the gunner's ability to respond, there is a significant difference, imbalanced towards the pilum. The problem is at it's worst with Nekomata, because of it's unstable frame, in practive the gunner is left almost wiothout any chances to fight back. Being disadvantaged at close distances, this naturally forces the tank to keep the distance, again, almost entirely disabling the gunner.

The gun imperatively needs a buff to it's damage, and A) A higher rate of fire B) Zoom, comparable with the tank's main cannon, as mentioned before.

Trippet
07-27-2007, 02:24 PM
Eh... read my post. o.O That would be an absolutely ridiculously useless shield if all it blocked were gunship missiles.

Actually, I have tried this, and the tanks secondary and primary fire did damage a gunship.

Maybe it protects a gunship from other AA weapons (SAAW, AA turret etc), but not other classes of weapons (tank shell etc). :mad::eek::D

Time for DICE to shed some light. Demize99? CKMC? LexLuther?

Deesies
07-27-2007, 02:28 PM
yes, shields only protect against missiles and large projectiles (tank shells)

MG and AA fire will still get through.

Ghiblian
07-27-2007, 02:47 PM
Actually, I have tried this, and the tanks secondary and primary fire did damage a gunship.

Maybe it protects a gunship from other AA weapons (SAAW, AA turret etc), but not other classes of weapons (tank shell etc). :mad::eek::D

vika... I don't know what to say...

The shields work exactly as I have stated. They are the same on all vehicles. They do protect against the SAAW but not the AA turrets. They definitely protect against tank shells. I honestly don't know where you are getting all this from.

Here's the list again:

SAAW rounds, all engineer anti-vehicle weapons, rockets from walkers and gunships, main tank cannon, TV missiles, ground Rorsch cannon

Vikaman
07-28-2007, 03:58 PM
Its all from the mind, nothing I type makes sense, your lesson for today ends.

But I did try, maybe it was a mod I was playing.

Sunburnt
07-28-2007, 09:43 PM
The Tank Gunner's purpose is to do what the Driver can't do best in his current position, kill Infantry. It's fun to do so, and I most certainly do not use it on Armoured vehicles.

Precisely-- given the slow rate of fire of the Tank's main rifle, it's generally silly to expend tank shells killing infantry, especially when you've got a real job for armor right up ahead-- let the gunner handle the infantry and cover your six. Not to say that armor should never be used to dish out a ton of splash damage to infantrymen who're behind cover, but if you've got a tank battle coming, save it.

The gunner's also good as a spotter for those rare times that a hidden or unexpectedly active tank or gunship appears on your tail.

I usually get into the gunner position for the ride to the action, but I rarely drop out before the tank is in need of repair (I mainly play engy) or is about to explode. Being in armor with no other armor nearby makes you vulnerable only to about half the players, plus the gunship.

danutz1183
07-29-2007, 11:58 AM
Indeed I gun for a tank all the time. Sure it is extremely difficult to hit/kill things with your machine gun. But with a good driver/gunner combo the tank becomes much more lethal.

with the use of combining kits. [those each are good with] the tank can become almost un-killable [ i said almost]. and many times survive a whole round. Yes it kinda sucks sitting in there and just spotting and making pop shots, but the game is more about teamwork then 1 shooter and his kills.

by helping him out he's not just another piece of armor rolling around waiting to be blown apart and thats it. Mostly everytime we engage enemies , our tank remains standing. sometimes beat up but still standing. it doesnt matter if its infantry, armor, gunship, or transport. most of the time with few exceptions we stay alive.

anyways find your match in the tank and you can dominate. just charing my experiance as one of those gunners. and my spotting, gunning, repair'n , Saaw'n, Motion baiting. becomes extremely useful for my tanker.

ICE*T
07-29-2007, 07:53 PM
how come I get killed instantly by the tanks mg when im on foot , but when in using the mg I cant hit anything?

venny
07-29-2007, 08:51 PM
its pretty obvious why right? lol! :p practice... practice... practice... young padawan

ICE*T
07-29-2007, 10:15 PM
its pretty obvious why right? lol! :p practice... practice... practice... young padawan

arf arf :D

xXSniper1432Xx
07-30-2007, 12:17 AM
I love it :D it's an easy way to rack up the points

Biotech2142
07-30-2007, 02:09 AM
The tank mg can kill a lot if the driver gives the chance but do not expect massacring because its role is more supportive with the ability to damage air vehicles and eat FAVs armor.

There are many creative ways to rack kills or help the team while at mg position than relying solely in killing with it....believe me, you can make the tank almost unbeatable if both know how combine support unlocks (as driver) with engineer's unlocks (mg position).

Merlin
07-30-2007, 02:11 PM
The Tank Gunner's purpose is to do what the Driver can't do best in his current position, kill Infantry. It's fun to do so, and I most certainly do not use it on Armoured vehicles.

I have to dissagree with you on that, a tank gunners primary role is to look for the gunship and other air vehicles (assuming the tank driver is good enough).

When im driving my tank I very rarely put myself in the position where I dont know where the infantry are comming from, so I can deal with everything on the ground. What I need from the gunner is eyes on the skies and a heads up when the gunship is comming.

Only when nub tank drivers get themselves in too much heat should the gunner start to shoot at ground level targets.

Yraen
07-30-2007, 02:29 PM
I see the gunner's job as a more "agile" lookout for armor, gunships, and infantry. The MG has a slightly larger FOV than the main turret. And as a scare for gunship pilots; most gunship pilots are rather skittish and fly home when they take the slightest damage. :p

And to clarify the shields thing. "Bullet" rounds go through the shields (tank secondary, walker primary and secondary chaingun, Titan AA, possibly ground turrets, gunship secondary and transport guns) and "explosive" rounds are stopped by the shields (SAAW, tank turret, Titan ground cannons, APC secondary, Pilum, etc). Does not block motion mines, however.

Harlequin
07-30-2007, 04:17 PM
The reason that I enjoy being a gunner (tank or otherwise) is that it can give you a kind of short break, especially in a very long game, as your main responsibility is simply to "look and shoot", and letting the driver/main gunner make the major decisions.

Also, if I'm getting any lag I can look like a complete "dork" to other players when trying to drive, so usually press F2 when entering tanks, walkers, or aircraft!