Insurgent H-AT
-
steve_06-07
- Posts: 916
- Joined: 2008-04-27 23:36
Insurgent H-AT
Since the RPG-7 damage is low enough to not even kill an insurgent car in one hit (so I've heard), I was proposing that when the RPG-29 or RPG-7 with Tandem Warhead be complete, it be giving to the insurgents as a specialty kit they pick up at their main base. Or even give them the RPG-26 which is already in game.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
-
mosinmatt
- Posts: 223
- Joined: 2009-03-02 03:10
Re: Insurgent H-AT
Yes. Insurgents definately need a hard hitting something to help take out those dang APCs and tanks.
The APCs can sit way way out, and just mow everything down with their optics. The RPGs, IED, and everything dont even put a dent in it.
The APCs can sit way way out, and just mow everything down with their optics. The RPGs, IED, and everything dont even put a dent in it.
-
ExoDuUs
- Posts: 69
- Joined: 2008-08-05 09:19
Re: Insurgent H-AT
agreed, the deployment time to make it accurate to fire is now 7 secs instead of the previous 4. So theyre use is becoming ever more so limited. Its worth giving it a few months with this new version to test it before though still. As you cant beat actually trying something before you change it.
-
(HUN)Rud3bwoy
- Posts: 678
- Joined: 2007-01-22 16:17
Re: Insurgent H-AT
Now that you need to wait around 6-7 seconds for an rpg to be accurate, the insurgents really need something new against armor(I mean come on, once I've hit a humvee 3 times and it did not blow up, maybe because of crappy hit detection, but those were 100% hits...)
The most exciting phrase to hear in science, the one that heralds new discoveries, is not "Eureka!" [I found it!] but "That's funny . . . "
-
Ccharge
- Posts: 308
- Joined: 2008-08-05 16:03
Re: Insurgent H-AT
The RPG might aswell be launching teddy bears...
There was a time when RPG's used to be feared... Thats over...
Totally agree on this, new hard hitting weapon for the INS to destroy armoured targets.
There was a time when RPG's used to be feared... Thats over...
Totally agree on this, new hard hitting weapon for the INS to destroy armoured targets.
if you miss him... try, try again
-
Hoboknighter
- Posts: 149
- Joined: 2009-03-08 17:46
Re: Insurgent H-AT
Or the RPG could just have it'd damage upped by about 10-25% (probably closer to 25%) and a new weapon wouldn't be needed at all.
-
M_Striker
- Posts: 513
- Joined: 2008-05-31 00:36
Re: Insurgent H-AT
The insurgents have always gotten destroyed by coalition. There are alot of RPGs on the map but it never works because infantry then come. There aren't enough guys with rifles. And now that the insurgents rifles are even crappier than before, they stand no chance against the coalition really. Which means the coalition can blow right past the rifleman and to the RPGs. Insurgents need something to make gameplay for them more enjoyable. It's really no fun to be blown away from across the map by and APC or tank with uber zoom.
-
SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Insurgent H-AT
imo 24 blueFOR vs 40 insurgentsM_Striker wrote:The insurgents have always gotten destroyed by coalition. There are alot of RPGs on the map but it never works because infantry then come. There aren't enough guys with rifles. And now that the insurgents rifles are even crappier than before, they stand no chance against the coalition really. Which means the coalition can blow right past the rifleman and to the RPGs. Insurgents need something to make gameplay for them more enjoyable. It's really no fun to be blown away from across the map by and APC or tank with uber zoom.
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Insurgent H-AT
I'm happy with the RPG anti-armour capabilities tbh, it feels realistic etc
but its explosion radius is pathetic. Its anti-personel capabilities are atrocious because of it, even if you score a near direct hit to a dude...he's not going down.
I'd rather it was better vs personel and needs a few hits on armour.
A New weapon isn't required, nor is ther an appropriate Long range anti tank weapon that could be chosen.
Using a combination of RKGs, RPGs, anti tank mines and IEDs you should be able take on the coalition armour.
but its explosion radius is pathetic. Its anti-personel capabilities are atrocious because of it, even if you score a near direct hit to a dude...he's not going down.
I'd rather it was better vs personel and needs a few hits on armour.
A New weapon isn't required, nor is ther an appropriate Long range anti tank weapon that could be chosen.
Using a combination of RKGs, RPGs, anti tank mines and IEDs you should be able take on the coalition armour.
-
Ome99
- Posts: 496
- Joined: 2008-11-29 15:14
Re: Insurgent H-AT
Exactly, WHICH IS NOT REALISTIC, because statistics show that the RPG is used more as an infantry hitting weapon by the insurgents rather than in anti-armor, and i was playing on fallujah yesterday, an rpg landed less than half-meter away from me, and guess what, i was still alive, and filled that poor insurgent with lead (the screen didn't even turn all very blurry from damage yet, i was only screaming), although i bet i was more disappointed than the insurgentrs when that happened, anti armor wise, yes it is underpowered in the current game, in reality the rpg hit can be enough to destroy any apc from the frontal slope in some cases, but we can manage untill the new updated version come out of the RPG tandem charge round, we are still taking down APCs in the game with RPG with out much more sweat.Dr2B Rudd wrote:I'm happy with the RPG anti-armour capabilities tbh, it feels realistic etc
but its explosion radius is pathetic. Its anti-personel capabilities are atrocious because of it, even if you score a near direct hit to a dude...he's not going down.
I'd rather it was better vs personel and needs a few hits on armour.
A New weapon isn't required, nor is ther an appropriate Long range anti tank weapon that could be chosen.
Using a combination of RKGs, RPGs, anti tank mines and IEDs you should be able take on the coalition armour.
And good luck reaching an APC close enough to throw the RKG grenade at it, and then there is the possiblity that your aim was innaccurate, and thats wasted, although am not implying that the RKG is uselees, i find it very effective against jeeps and infantry, and you still manage to hit an APC with it sometimes, just not enough times to make it worth it to underpoer the RPG that much.
-
hiberNative
- Posts: 7305
- Joined: 2008-08-08 19:36
-
ma21212
- Posts: 2551
- Joined: 2007-11-17 01:12
-
TopeH
- Posts: 82
- Joined: 2008-08-05 14:44
Re: Insurgent H-AT
Few Rpgs with tandem warheads should be found at the main/Mosqs. Regular rpgs at caches.
And as already said the Regular warheads should have bigger blast radious.
And as already said the Regular warheads should have bigger blast radious.
-
alexaus
- Posts: 150
- Joined: 2009-05-09 06:51
Re: Insurgent H-AT
tandem would be a bit overkill as they can disable tanks in 1 hit
-
charliegrs
- Posts: 2027
- Joined: 2007-01-17 02:19
Re: Insurgent H-AT
theres a couple solutions here:
1. theres a tandem warhead in the works for the polish faction, and i believe the russian faction too. it might make a nice pickup kit for the ins. to complement the rpg7 and be more powerful.
2.there was also an rpg-29 in the works that looked like it was almost done. maybe one of these could be put on a cache somewhere in the ins maps and be very deadly against armor. it isnt totally unrealistic, in iraq an rpg-29 was fired at a challenger and nearly destroyed it source here: http://www.telegraph.co.uk/news/uknews/ ... quiet.html
3. change the damage values of the rpg7. i havent had enough experience with the new patch to comment on its current effectiveness.
4. leave everything the way it is and just get used to it.
1. theres a tandem warhead in the works for the polish faction, and i believe the russian faction too. it might make a nice pickup kit for the ins. to complement the rpg7 and be more powerful.
2.there was also an rpg-29 in the works that looked like it was almost done. maybe one of these could be put on a cache somewhere in the ins maps and be very deadly against armor. it isnt totally unrealistic, in iraq an rpg-29 was fired at a challenger and nearly destroyed it source here: http://www.telegraph.co.uk/news/uknews/ ... quiet.html
3. change the damage values of the rpg7. i havent had enough experience with the new patch to comment on its current effectiveness.
4. leave everything the way it is and just get used to it.
known in-game as BOOMSNAPP
'
'
-
master of the templars
- Posts: 598
- Joined: 2007-06-26 21:37
Re: Insurgent H-AT
2 challengers damaged in the entire war, so really the insurgents in PR are lucky to have as much power as they do
Make nukes, Not war
-
SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Insurgent H-AT
Yeah but in this game they aren't high on heroinemaster of the templars wrote:2 challengers damaged in the entire war, so really the insurgents in PR are lucky to have as much power as they do
-
GR34
- Posts: 471
- Joined: 2007-04-07 03:08
-
dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: Insurgent H-AT
are you trolling or not?gas104 wrote:MECs Hevey-AT missle (eraqs) whatever it is give them that with no knife no maltofs no bynocs no sprint
if not, then ill tell you right here that the insurgents will never get their hands on a European-made AT system.
its like giving the Taliban SA-80s.
-
Pluizert
- Posts: 146
- Joined: 2007-08-29 15:03











