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Aerial Gunner - what it takes..

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DrZebra

Posts : 280
Points : 383
Reputation : 5
Join date : 2014-05-16

Aerial Gunner - what it takes..

Post by DrZebra on Sun Jan 04, 2015 12:06 pm

So, I´ve actually overlooked, that some basic ideas might be helpful for new aircrew trying to defend a plane with a machinegun... or offensivly using a crew-coordinated way of attacking. Which is very effective against gothas and ILYAS (yes, that was a hint..)

some basic rules for operating guns in multicrew planes:

a) try it before in SP... it really feels bad to be flying 30m and then getting flamed over having forgotten what key was what
b) fire only short burst. 2-3sec if you must
(if you fire continously the barrel overheats and afterwards you can´t hit the broadside of a barn.. from the inside!)
c) watch your current drums ammo state. Plinking away is ok, while you have a lot of ammo drums left, but a very well known mistake is to shot at a distant enemy, then stoping, and only having 3-4 rounds left in the drum when he gets close and shoots at you from 50m while you change drums.
d) watch where you tracers go. some 3d vector gunnerysolutions between moving planes are not intuitive, but tracers rarely lie. Also: if unsure... try leading too much, and then fire 2sec burst at that static point (giving up leading the target). Chances are you got the planes path right and with too much going to too little lead some bullets will still be right!

keys:
crt+t to change to gunner postion and cycle through them (can only be used as a pilot, gunners in MP are bound to one postion only, but they can go out and re-join if a change of position is necessary because of a dead gunner etc...)

t = grab/ungrab the gun. THAT is actually a powerful communication tool, most people ignore. Remember, your gun is not mightier then the pen, IT IS a mighty pen. Which you can grab and point at things. And any smart pilot will notice the difference of a relaxed gunner and one frantically grabbing for the gun and showing it around... it´s a lot quicker then writing a note on possible enemies sighted. And if you´re in the thick of it, and do not know if your pilot has all the badies in sight, writing that message that there is something unfriendly lurking 11o´clock high in lead rarely does any harm. IF you can tell good from bad, that is.

Shift+T is nestling to the gunsight. what you need if you really want to shoot and hit something. Unfortunatly, there is also a gun help icon that is oddly enough on under realistic server settings (bug..) but I am against using it, actually the sight just works fine.


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DrZebra

Posts : 280
Points : 383
Reputation : 5
Join date : 2014-05-16

Re: Aerial Gunner - what it takes..

Post by DrZebra on Sun Jan 04, 2015 12:36 pm

some useful vids...

for entertainment: dokufiction with Ronald Reagan


how it looks when you´re doing ok... remember fighting down from up is a lot more convient

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GenMarkof007

Posts : 121
Points : 162
Reputation : 2
Join date : 2015-01-03

Re: Aerial Gunner - what it takes..

Post by GenMarkof007 on Mon Jan 05, 2015 2:35 am

DrZebra wrote:So, I´ve actually overlooked, that some basic ideas might be helpful for new aircrew trying to defend a plane with a machinegun... or offensivly using a crew-coordinated way of attacking. Which is very effective against gothas and ILYAS (yes, that was a hint..)

some basic rules for operating guns in multicrew planes:

a) try it before in SP... it really feels bad to be flying 30m and then getting flamed over having forgotten what key was what
b) fire only short burst. 2-3sec if you must
(if you fire continously the barrel overheats and afterwards you can´t hit the broadside of a barn.. from the inside!)
c) watch your current drums ammo state. Plinking away is ok, while you have a lot of ammo drums left, but a very well known mistake is to shot at a distant enemy, then stoping, and only having 3-4 rounds left in the drum when he gets close and shoots at you from 50m while you change drums.
d) watch where you tracers go. some 3d vector gunnerysolutions  between moving planes are not intuitive, but tracers rarely lie. Also: if unsure... try leading too much, and then fire 2sec burst at that static point (giving up leading the target). Chances are you got the planes path right and with too much going to too little lead some bullets will still be right!

keys:
crt+t to change to gunner postion and cycle through them (can only be used as a pilot, gunners in MP are bound to one postion only, but they can go out and re-join if a change of position is necessary because of a dead gunner etc...)

t = grab/ungrab the gun. THAT is actually a powerful communication tool, most people ignore. Remember, your gun is not mightier then the pen, IT IS a mighty pen. Which you can grab and point at things. And any smart pilot will notice the difference of a relaxed gunner and one frantically grabbing for the gun and showing it around... it´s a lot quicker then writing a note on possible enemies sighted. And if you´re in the thick of it, and do not know if your pilot has all the badies in sight, writing that message that there is something unfriendly lurking 11o´clock high in lead rarely does any harm. IF you can tell good from bad, that is.

Shift+T is nestling to the gunsight. what you need if you really want to shoot and hit something. Unfortunatly, there is also a gun help icon that is oddly enough on under realistic server settings (bug..) but I am against using it, actually the sight just works fine.  



Thx for the great info! Wink
Did some gunner action yesterday, and all did work fine.

Cheers

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Re: Aerial Gunner - what it takes..

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