Add "Rotate Gun" ability to 360° guns

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|7th|Nighthawk
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Joined: 28 Feb 2018, 09:55

Add "Rotate Gun" ability to 360° guns

Postby |7th|Nighthawk » 27 Mar 2018, 13:38

Hi everyone,

there is one thing that always bugged me when you take over an enemy Flak18, Quad.50 or anything like it. The gun will, especially because you stole it from the enemy, always point towards a place you don't want it to aim at when there are no enemies. Granted, once enemies show up, it will turn towards them and keep the gun pointed for for a little while after they have been dealt with, but after more time, it will simply rotate back into the position the enemy built it in. This can lead to very annoying moments where the enemy can abuse that by taking pot shots at it and retreating before the gun has turned around. This is especially true in close quarters scenarios where you can lose emplacements to grenades because it took your gun too long to turn around and deal with the threat even though you would have faced that direction if you had built or manned the gun.

So my suggestion is this, and I am not sure whether it's techincally possible: Add the "Rotate gun" feature that entrenched AT guns have to those 360° turn guns (Flak 18, Quad. 50, Flak 38, Flakvierling, Bofors etc etc.). Mind you that I don't want it on MG nests as they would become impossible for infantry to reliable take out by flanking around them.

I looked around for a suggestion like this but the search function is a bit limited over here. If that was suggested already, please disregard and delete.

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Panzerblitz1
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Re: Add "Rotate Gun" ability to 360° guns

Postby Panzerblitz1 » 27 Mar 2018, 21:52

You can’t rotate those fixed emplacement in game due to engine and model design limits.
Image

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|7th|Nighthawk
Posts: 80
Joined: 28 Feb 2018, 09:55

Re: Add "Rotate Gun" ability to 360° guns

Postby |7th|Nighthawk » 27 Mar 2018, 22:08

I feared as much. Is it possible to extend the time in which the unit "stay" on target though?


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