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View Poll Results: Should a tail gunner be able to shoot down a missile?
No 28 16.47%
Yes 82 48.24%
Yes, but only with an up/sidegrade 60 35.29%
Voters: 170. You may not vote on this poll

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Old 2012-06-18, 02:12 PM   [Ignore Me] #31
Geist
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Re: Liberator tail gun & missiles.


I think any bullet should be able to shoot down a missile. But with travel time, the speed of the missile, and how the missile should take more than one bullet to down, it should be incredibly hard.

Now, I do think there should be a weapons upgrade(like a vulcan rotary cannon), that puts out enough lead to make it a bit easier to shoot down a missile.
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Old 2012-06-18, 02:17 PM   [Ignore Me] #32
TheRagingGerbil
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Re: Liberator tail gun & missiles.


Isn't that what flares are for?
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Old 2012-06-18, 02:20 PM   [Ignore Me] #33
Ratstomper
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Re: Liberator tail gun & missiles.


I like the idea, but I'm not sure it should require sidegrades or not.

Originally Posted by zomg View Post
Could be an interesting mechanic, but it could also render the vehicle immune to missiles with a good gunner.
I think that's the point. A skilled gunner will be a good thing to have in that case. It rewards skill.
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Old 2012-06-18, 02:27 PM   [Ignore Me] #34
Ruffdog
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Re: Liberator tail gun & missiles.


Voted yes/sidegrade. Have it so the tail gunner can secondary fire a chaff dispenser at the sacrifice of something else? Crap rate of fire / angle of fire on his primary tailgun?
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Old 2012-06-18, 03:12 PM   [Ignore Me] #35
Sirisian
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Re: Liberator tail gun & missiles.


Originally Posted by TheRagingGerbil View Post
Isn't that what flares are for?
Flares are mostly for guided rockets. I bet we'll see a lot of players using all sorts of weapons against Liberators including firing anti-ground rockets or simply not locking on and spamming rockets into the plane.

Also if this idea takes off I'm expecting almost all projectiles to collide. The concept of shooting down a slow flying rockets following a friendly plane or something would be epic. Actually recreating this clip where a shit shoots down a rocket is really what I'm after. I really like those once in a blue moon kind of events where you're like "did that just happen?"

I don't think anyone is insinuating that this will be extremely common.
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Old 2012-06-18, 03:14 PM   [Ignore Me] #36
dyslecix
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Re: Liberator tail gun & missiles.


Stupid idea. It would just make liberators way overpowered.
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Old 2012-06-19, 11:37 AM   [Ignore Me] #37
Eyeklops
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Re: Liberator tail gun & missiles.


Originally Posted by dyslecix View Post
Stupid idea. It would just make liberators way overpowered.
Thanks for the constructive input, now please see yourself to the door. Ohh wait, somebody already did that for you.
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Old 2012-06-20, 01:39 PM   [Ignore Me] #38
Professor Frink
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Re: Liberator tail gun & missiles.


I think it's a good idea. Tail gunners need more love.
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Old 2012-06-20, 02:02 PM   [Ignore Me] #39
super pretendo
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Re: Liberator tail gun & missiles.


Originally Posted by dyslecix View Post
Stupid idea. It would just make liberators way overpowered.
How so? Missile-lock on is an inherently overpowered mechanic
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Old 2012-06-20, 02:26 PM   [Ignore Me] #40
ODonnell
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Re: Liberator tail gun & missiles.


There is no reason a missle shouldn't be shot down by machine gun fire. It is done rather easily irl with the use of computers. With a manned gunner with no computer aid it should still be possible, but difficult/near impossible just as irl.
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Old 2012-06-20, 03:57 PM   [Ignore Me] #41
Eyeklops
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Re: Liberator tail gun & missiles.


I figure once Auraxis is fully populated, even with flares, a Liberator will get WTFpwned by dozens of lock-on missles everytime they fly over a base.

If they restrict the gun angles like they did in PS1 that will eliminate the possibility of the tailgunner becoming some 360deg uber missile shield, as they can only shoot down missiles that are "on the tail." This will encourage the pilots to keep moving.

I feel the ability to shoot down missiles will make the tailgunner spot much more exciting & interesting.
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Old 2012-06-20, 04:02 PM   [Ignore Me] #42
kaffis
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Re: Liberator tail gun & missiles.


Originally Posted by Eyeklops View Post
I figure once Auraxis is fully populated, even with flares, a Liberator will get WTFpwned by dozens of lock-on missles everytime they fly over a base.

If they restrict the gun angles like they did in PS1 that will eliminate the possibility of the tailgunner becoming some 360deg uber missile shield, as they can only shoot down missiles that are "on the tail." This will encourage the pilots to keep moving.
Definitely this.
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Old 2012-06-20, 04:06 PM   [Ignore Me] #43
Sledgecrushr
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Re: Liberator tail gun & missiles.


Originally Posted by Eyeklops View Post
I figure once Auraxis is fully populated, even with flares, a Liberator will get WTFpwned by dozens of lock-on missles everytime they fly over a base.

If they restrict the gun angles like they did in PS1 that will eliminate the possibility of the tailgunner becoming some 360deg uber missile shield, as they can only shoot down missiles that are "on the tail." This will encourage the pilots to keep moving.

I feel the ability to shoot down missiles will make the tailgunner spot much more exciting & interesting.
I think a liberator flying over hostile territory will get perforated. So you go in with air superiority fighters and a few ground attack fighters, supress the a2a and g2a defenses then your lib can just have its way with them.
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Old 2012-06-20, 04:27 PM   [Ignore Me] #44
Eyeklops
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Re: Liberator tail gun & missiles.


Originally Posted by Sledgecrushr View Post
I think a liberator flying over hostile territory will get perforated. So you go in with air superiority fighters and a few ground attack fighters, supress the a2a and g2a defenses then your lib can just have its way with them.
I will agree that this is one tactic, but IMHO having an expanded role the the tailgunner is still needed. In PS1 it was hard to find a tailgunner because it was boring most of the time. Aside from the occasional Aircav what would stupidly slot into the tail firing cone, there wasn't much too shoot at. Yes, lots of missiles got shot at you, and the only thing the tailgunner could do was watch them hit. Hell, give some points for shooting down missles and players will make a meta game out of it.
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Old 2012-06-20, 04:38 PM   [Ignore Me] #45
Blues
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Re: Liberator tail gun & missiles.


Liberators aren't meant to be precision/AA airships. They are meant to be carpet bombers/zoning airships and a missile does not qualify for that role. I think they should be accessible, but at the cost of other offensive capabilities.
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