2 Seater Rear Gunners Accuracy

Rear Gunners in 2 seaters are too accurate in V1.1..

  • Yes

    Votes: 11 91.7%
  • No

    Votes: 1 8.3%

  • Total voters
    12
W

Winder

Guest
Rear Gunners in 2 seaters are too accurate......

Guys we only change FM and DM etc on consensus so please vote - if you vote timeously I can make some changes (if needed) in 1.2!

Cheers

WM
 
Thanks Winder, I think it was best coming from one of the devs. :)
 
No opinion yet, haven't run into enough two-seaters.
 
No opinion yet, haven't run into enough two-seaters.

I recommend everyone with an interest set up a one-on-one against a two-seater in QC and try various tactics, passes, etc etc etc.

I can't even fly past one without being shredded, never mind attack the bugger. :icon_lol:
 
My limited testing:

Used a Spad XIII against a Hannover CIII in QC.

Enemy pilot AI set to rookie:

I could bring them down fairly easy as the gunner was a bad shot. Took
very little damage. Usually killed gunner (he stopped firing anyway) and
then was able to have my way with them.

Enemy pilot AI set to veteran:

Gunner is a much better shot. Took pretty heavy damage but was still
able to kill gunner and then bring the plane down. A three ship formation
would probably be murder for the attacking plane.

In both cases it seemed the gunner couldn't hit me if I was behind and
under him and in exactly the center of his plane. If I veered left or right I would
get hit especially on veteran setting.

Voted no.
 
Not to nitpick, but I think the way the poll is phrased is too simplistic. Are all rear gunners too accurate, or just the veteran and higher skilled ones? Also, players should describe their tactics: high-speed dive, head-on pass, rear approach (snicker), up from below, etc.?

If changes are made, I think they should be very small changes. Let's not make this great simulation into an arcade shooter! :faint:

As the poll is now phrased, I would vote yes, but I am holding my official vote for more testing and feedback.
 
I have just picked up a 'bug' that will need sorting and may be a cause of this...its actually more a design stuff up on my side...

There are two categories of on board guns in a craft - the pilots gun(s) and the rear gunners gun(s) - we can manipulate each separately - so far so good.

But if you select Easy in the workshops for say you as a fighter the craft is loaded with better accuracy guns all round which means AI rear gunners are also more deadly - easy then being not so easy as your opponents rear gunners are then more accurate too - better to select Hard....ahem.

I will separate the categories....and make the rear gunners a wee bit less deadly too - but not by much.


WM
 
While I haven't attacked many 2-seaters myself, I've flown a lot of them. My gunners seem rather too deadly, I must admit, although I also admit that I'm very glad they are :).
 
Winder- if you make the rear gunners less accurate, will that decrease the lifespan of us reconnaisance pilots? I have as much fun trying to survive piloting the two seaters (or, in the case of the Harry Tate, practicing my dead stick landings). From the other side of the table, it's no picnic trying to survive the gunnery of those damn scouts!

Separate subject- in appreciation of what you folks have done, I'd like to offer something in which you might be interested. I know you can't routinely respond to private messages but I'd like to make you the offer with PM.
 
Voted "No". I atacked them from different aspects now, in different planes.

If you attack them in a N11 it is pretty hard to down them, as most planes are. If you use the Spad it is fairly easy.

Lets give us something to fear, and I will keep it as it is, like the claim system.
I like it.

:ernae:
 
Guys whatever happens I will make if more flexible based on your 'role' (which is what is missing at the moment in the settings selection) but because it requires more categorisation it will not happen for 1.2 - but please vote lets see how we sit Post 1.2.

Just remember in 1.1 and I dare say 1.2 if you select easy gunnery then the AI rear pilots will shoot you more easily too - so maybe select hard.... :rapture:

WM
 
I've only ran across two seaters once. A couple of Re8s. The first one I was able to kill the gunner and shoot him down. The second had my number. I was attacking from behind and below, and there didn't seem to be any blind spot to hide behind. I need to learn to boom and zoom.
 
Probably are too hard for the person who doesn't have enough time to get good at it, or who doesn't want things that realistic.

I think the solution would be a Workshops button for it, or a less accurate rear gunner shooter when a player chooses a less realistic flight reality setting in the workshop?

I personally don't think it's an emergency though, should only be done when there is time to make the change after other more pressing issues are fixed?
 
I have just picked up a 'bug' that will need sorting and may be a cause of this...its actually more a design stuff up on my side...

There are two categories of on board guns in a craft - the pilots gun(s) and the rear gunners gun(s) - we can manipulate each separately - so far so good.

But if you select Easy in the workshops for say you as a fighter the craft is loaded with better accuracy guns all round which means AI rear gunners are also more deadly - easy then being not so easy as your opponents rear gunners are then more accurate too - better to select Hard....ahem.

I will separate the categories....and make the rear gunners a wee bit less deadly too - but not by much.


WM


Winder quick question, does that also mean if you select "weapons effectivenss" at stronger or strongest, the AI weapons also increase in effectiveness?

if a workshop button could be created to let users control how deadly they want it, it would be a good solution.
 
I just now took down a Hannover in a Tripe, but it pretty much ended the mission as I was fairly well shot up. As it is now, I generally don't go out of my way to get two seaters if I am on a mission as I know I will generally have to pack it in afterwards. This is probably pretty much how it should be, right? Before you change things, it would be helpful to know if the field of fire can be adjusted to something more realistic, or is it an engine limit that lets them shoot through the back of their plane? That would help somewhat right there.
 
I found that rookies, or normal pilots and gunners aren't too bad to shoot down if you keep a level head and plan your attack well. I mostly dive straight down on them at full speed and continue my dive untill I'm well under them and climb for a second pass. However the veteran and ace 2 seaters definately give me a hard time. They seem to be masters at deflection shooting, often ripping my crate to shreds from fairly long distances.

-Rooster
 
I mentiond this on a post for phase 2. I was getting hit from the rear gunner almost b4 I could see the enemy aircraft so maybe some subtle changed may be required here.
 
Guys whatever happens I will make if more flexible based on your 'role' (which is what is missing at the moment in the settings selection) but because it requires more categorisation it will not happen for 1.2 - but please vote lets see how we sit Post 1.2.

Just remember in 1.1 and I dare say 1.2 if you select easy gunnery then the AI rear pilots will shoot you more easily too - so maybe select hard.... :rapture:

WM
Is this the "Player Gunnery Spread" button or the "Difficulty" button?
 
Hi,
i'm still on phase2 - here the AI rear gunners do NOT seem to shoot through the rudders, or tail of their plane, but they are still very deadly.

So if you say rear gunners that are limited in their actions for not shooting their own plane, are generally limited ? Not so in phase 2 - have you changed something affecting this in P3 ?

Greetings,
Catfish
 
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