I’d get kind annoyed if I want a gunner as a bomber, since I wouldn’t be able to put up much of a fight against enemy attack aircraft, so why not remove the co-pilots parachutes to make them play the role of gunner seriously and prevent becoming a taxi service. Yes, this means that they cannot bail out of the plane when being attacked, but if you add in a second mechanic when the plane reaches a certain health threshold, you can press an ‘activate’ button to bail out of the aircraft. Eh?
I’d like to have this for both pilots and copilots. Both should only be able to bail after the plane is down to less than 50% hp for example. Either that OR just remove the primary for the pilot and copilot. Thus all those useless snipers camping the corner of the map would be gone and wasted vehicles by using them as taxis will also be minimalised.
Afaik only Pilot and Tankdriver spawn in as Mechanics. Tank/plane Gunner keep their Kit. If it was Not like that, everyone entering a friendly Tank to be Gunner would have his kit swapped…
Only the pilot that spawned is pilot class, I did see footage of people spawning in then bailing out of a bomber as Infantry and the airship has been setup up to allow you to parachute. So it is still possible to have Air Taxis but the pilot would need to respawn or stay with the plane.
The downside so far from what’s been said is these can be exploited. Tanks and planes dont just sit in mains for anyone to run upto and get in. You have to deploy in them. First in takes command, thus the tanker/pilot class.
The exploit: Once driving/flying you can park/land, redeploy on a squadmate at the vehicle and then retake command as any class, thus keeping your preferred kit.
Now this is only speculation so far. Not enough detail has been given about the tank driver/pilot flying aspects. There could indeed be mechanics at play not allowing tanks or planes to be commanded (driven/flown) without being the respective class. Or maybe upon entering the “command” seat you are forced into either the tanker or pilot class.
The thing with this is, since the pilot/tanker are their own class, they may have their own unlock tree for vehicle perks, gadgets, weapons, etc. Redeploying as a different kit may put them at a disadvantage compared to the dedicated class.
Right now though, we really don’t know anything about the progression system.
Tankers and pilots get a hammer type gadget for “inside vehicle repair”. Inside repairs come at the cost of not being able to move the vehicle or shoot and there may even be a repair animation that takes over your view. Not clear on that part as of yet. They also get a pistol, a nade and possibly a melee weapon. Unless the repair tool is dual purposed as melee as well. But the vehicle is their primary weapon.
The medic class has repair as well, but it’s outside vehicle as in BF4. So being a medic with full kit and repair tools would be very similar to a bf4 tank engi in this respect.
Finally, What happens to the loadout of a bf4 vehicle when it gets abandoned? Nothing. It’s the exact loadout of the original tank operator. So, If I originally deployed the tank in my preferred setup then it should be as I want it.
I’m referring to the progression tree, much like vehicle unlocks from BF4. We know each class will unlock new gadgets and weapons, and we don’t know what all will be included right now.
With tanker/pilot class, we know that they can repair from the inside. However, I am anticipating that they will eventually unlock new vehicle specific perks, such as increased armor plating or different types of shells for tanks. Again, this is just speculation at this point, but assuming that it functions as it’s own class, it would make sense to have its own unlock tree, and would provide additional advantages in vehicles/aircraft compared to the infantry-based classes.
Yes and Correct. But in reference to what I’m talking about… the vehicle once deployed keeps the same loadout and configuration regardless to who or what class is operating it at any given time.
If I spawn as a tanker in a tank it will be configured the way I want it. If I then exit the vehicle, have a squadmate deploy on me, then suicide and redeploy on said squadmate, get back into the tank… It will still be configured the way I wanted it. Extra armor, cannister shell etc.
If I respawned as a tanker with a different tank setup it would not change anything in the tanks deployed configuration.
You should play a few vehicles in BF4 if you have the game.
I primarily fly in bf4, but I have swapped gunner and driver seats with teammates in armor and helis before, and never noticed a different loadout from my own. Maybe it’s just coincidence that we ran the same loadouts, or maybe it’s just me not paying attention. I just always assumed it reverted to my presets.
In regards to the 3 man bomber being used as a taxi I think that only the person flying must be Pilot class and anyone that spawns in the gunner seats can choose to stay and gun or jump out and use whatever kit they picked upon spawning.
The reason I think it is done this way is so you can use the bomber plane as a paratrooper plane if you want too. If the pilot flies over enemy controlled zones (which he should be doing anyway because it’s a bomber plane) then you could jump out and try to clear it out and cap, while the bomber (hopefully) comes back around for another bombing run to help clear the area.