Quote:
Originally Posted by KG26_Alpha
Lol
your complaining about ai gunnery not being realistic
tell me what part of your aircraft's guns are realistic your using to try shoot them down ?
No overheating no jamming no freezing etc etc etc.................
The ai gunnery is what it is, learn how to attack bombers with the games limitations.
I prefer the head on attack, or across the wings high speed pass using a technique with the gunsight to extreme left or right of the screen to make it impossible for me to attack from the rear quarters, leaving the sight in these positions stops you getting in behind the bombers forcing you to attack at an angle from the side, sounds strange but it works. 
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Ignoring for the moment that the ai guns don't freeze, jam, etc, either or apparently get damaged by
my guns, well, let's see: I'm 'flying' with a stick and rudder pedals (rather than a mouse), looking at a maximum 90 by approximately 45 degree field of vision (with one eye), I cannot 'feel' whether my aircraft is slipping or skidding about unless I look at my (inconveniently placed) Turn & Bank indicator, which isn't entirely reliable, and my guns aren't fully effective until I am within approximately 85 meters or so of my pre-set convergence range of 250m (giving me an effective firing range of between 165-335 m), my angle of attack tends to change suddenly as my aircraft reaches certain speeds and my firing platform will bounce and shake when it is 'hit' by enemy fire (well beyond any historically correct range if I am attacking less than 16 or more bombers).
Compared to aiming with a mouse while riding on rails, I'd say it's a bit more complicated gunnery model, wouldn't you? Against an ai with exact knowledge of my aircraft's distance and vector, plus all the computing power of a modern computer (
mine, without my bloody permission!), unless I randomly change directions every two seconds or so, I'm screwed at least half the time if the bugger is rated 'Ace' or 'Veteran' as soon as I get within 500 meters.
When flying offline campaigns, using the tactics that were actually successful against individual, or even small groups of bombers or Me 110s or 210s is
suicidal. It's a perversion of history,
and it can be fixed, at least for the offline user.
Slow the gunner's rate of rotating their guns.
Limit their effective range to the historical levels of 150m maximum; you can increase an attacker's probability of being hit beyond that as a function of how many defending aircraft are in range.
Make the aiming point a circle the diameter of the greatest visible dimension from the angle viewed; that is how human beings aim something as imprecise as a machine gun at targets that far away and coming at them rapidly.
Factor in gunshake and aircraft motion. That, more than anything else, is what made hitting anything more than a couple of degrees wide so difficult with 'controllable' short bursts.
Call of Duty can do it; DT should be able to as well.
And we are
still left to deal with the improbable fragility of the R-2800 engine and the aircraft it powered.
cheers
horseback