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Sleekit1
Air Core
0
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Posted - 2013.03.20 22:08:00 -
[1] - Quote
Is it always the tank driver who also mans the main gun?
Jumped aboard a few times but only the secondary armament is available to man. Seems odd that both driving Nd manning the main guns, both requiring considerable concentration, are tasks performed by the same man. A whole squad in a tank would make a formidable impact.
OR
all die together!
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Y0UR NAME HERE
Internal Error. Negative-Feedback
652
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Posted - 2013.03.20 22:13:00 -
[2] - Quote
No tank driver wants his main defense system manned by a blueberry, our tank, our isk, our skills.
People have tried a long time to separate driver from main gun, probably to further incapacitate tanks as they are already underpowered to skilled Av.
If someone doesn't have the concentration to do both, they shouldn't be in a tank.
I find it no problem whatsoever to drive and shoot.
Also the tank driver doesn't just shoot and drive,
He may have to shoot drive and turn on off modules wait for cycles ect.
You see a good tank driver give em respect and listen to what we want, to drive, gun, and operate our tanks, as well as a kick all out button to get randoms out of our turrets,
Tank drivers don't need community opinions of how we should have to play because it looks hard.
Not being mean with my post but this has been brought up a lot to separate the two things, and its a terrible idea. |
Sleekit1
Air Core
0
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Posted - 2013.03.20 22:25:00 -
[3] - Quote
No meanness noted mate.
Wasn't aware it had been discussed in the past. I enjoy riding "shotgun" covering the other arcs and watching for mercs getting too close. I hop from one secondary turret to the next as the need demands. I have considered skilling into turrets but it seems as if this may well be a pointless exercise if many other tankers have similar views to yours (which I completely understand, your isk etc......) .
Cheers |
Y0UR NAME HERE
Internal Error. Negative-Feedback
652
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Posted - 2013.03.20 22:28:00 -
[4] - Quote
Sleekit1 wrote:No meanness noted mate.
Wasn't aware it had been discussed in the past. I enjoy riding "shotgun" covering the other arcs and watching for mercs getting too close. I hop from one secondary turret to the next as the need demands. I have considered skilling into turrets but it seems as if this may well be a pointless exercise if many other tankers have similar views to yours (which I completely understand, your isk etc......) .
Cheers
Its very good to skill into small turrets if you have tank friends,
For example if someone jumps in my top turret their skills stacked on top of my skills and my top gun is an advanced.
You touch people with it and they will die. |
KalOfTheRathi
CowTek
248
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Posted - 2013.03.20 23:32:00 -
[5] - Quote
As noted above but not clearly enough, for me sorry.
The HAV and All of its Turrets are Initially based on the Skills of the Driver.
When a Gunner jumps into the Small Turrets their Small Turret Skills are Added to the Drivers. Recall that the Driver Must Skill to lvl 5 in Small Turrets to enable Any upgrade in Large Turrets (of either type) that means the Turret you jumped in has at least +15% and potentially +10% for Turret Operation. If you have Tank Friends as he stated you Skilling Turret Operations to 5 and Small Turrets to lvl 5 means an additional 25% on top of the Drivers. Which means you are a formidable Gunner.
The Main Gun is, indeed, locked to the Driver. I have no real issue with that and would not consider allowing a Random Blue into any Tank to operate the Main Gun. The Skills cannot be nearly high enough to warrant it.
Once CCP/Shanghai allows the Driver to lock the seats to an individual, lock the Driver's seat and be allowed to block Random, or bad, Blues from the HAV as well as kick them out would I even consider using the HAV with a separate Main Gunner. |
knight of 6
ZionTCD Legacy Rising
101
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Posted - 2013.03.21 01:23:00 -
[6] - Quote
just from what unskilled gunners do in my small turrets i really don't want them in my main, driving, controlling module activation, or anything that involves any skill what-so-ever.
i know my tank, down to the % resists and top speed. i drive it match in match out. i know what to activate and when to do it. it's MY tank having drivers/gunners switch from match to match presents the problem that every tank is different. seperateing the roles the driver performs would be a massive detriment not an advantage.
damage calculation for turrets ^here is a forum explaining damage calculations for turrets.
basically both the gunner and driver modify the gunner's turret. I passively boost every gunner who is in my tank as the pilot. if you want to train up your small turret skill great but the tank driver (if they're any good) will be providing at least a 15% boost to your dam. in my case your getting upwards of a 25% damage boost.
TLDR; we like our tanks the way they are. tankers boost their gunners passively |
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