Insurgent H-AT

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G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: Insurgent H-AT

Post by G.Drew »

There was always going to be complaints about the blast radius of the RPG being toned down, and I think that if the general feedback from the players is that the AP capability of the RPG needs to be improved, then we could see it happening. But until then, might aswell live with it.
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>para<
Posts: 765
Joined: 2008-07-04 18:15

Re: Insurgent H-AT

Post by >para< »

insurgents dont need HAT for me every time i play insurgent i find a BLUFOR noob outside the base with HAT kill him take hat problem solved :)
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Insurgent H-AT

Post by Harrod200 »

People complain about how they can't hit APC's from miles away now, and how they can just sit far away and snipe them, they don't seems to understand how Insurgency is designed. You're not a regular army; you are very weak at long range, but with IEDs, mines and now 2 RPGs per cache, you're very strong close-up.

If an APC is blasting you from miles away, you're doing something wrong. Insurgents should be skulking around the city, setting ambushes and drawing the enemy in. If you're not standing on a rooftop on the edge of the city, if you're not making a target out of yourself, the APC can't kill you from miles away. If it can't attack you because you're hiding in an alleyway, it'll have to come in closer in order to effectively support the infantry. Same thing with SAWs, they may have long range and accuracy on their side, but they can't see and shoot through walls.

AK's are designed to be used in full auto. You bring the enemy in close, draw him around a corner and boom, 3 of your mates with AK's are waiting to give him a warm welcome. APC? Lure him in, flank him, harass him. The cities have a lot of cover, use it to your advantage.

As for anti-personnel use, I'm not sure how it really works IRL outside a lucky direct bodily hit, standing behind a wall/in a building that's hit or being in a vehicle. The standard, cheap PG-7V round is a HEAT munition; very little in the way of splash damage since the explosive forces are all directed forwards to create a jet of metal which does the actual damage kinetically. The only real AP versions are the OG-7V frag warhead and TBG-7V thermobaric, but I don't know how common those are in the places PR is set.

It might be nice to see the RPG kits lose 1 of their PG-7 rounds and gain an OG-7 though for AP usage, assuming that they are prolific enough in reality to warrant their usage.
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steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: Insurgent H-AT

Post by steve_06-07 »

Heck I still think the RPG-26 would be good enough until the Tandem Head or RPG-29 is done, atleast it'll pack more of a punch, which is what is needed.
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Insurgent H-AT

Post by AquaticPenguin »

Personally I think the currently RPGs just need a bit more damage against soft armoured targets, either that or they should be fragmentation warheads and should do a lot of splash damage to infantry.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Insurgent H-AT

Post by Tartantyco »

-I recently tested the RPG and found that it will still destroy a land rover or truck(Make it start burning, promptly followed by a bang) so I haven't found any significant reduction to it's damage output.
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Nemper
Posts: 107
Joined: 2008-09-06 13:21

Re: Insurgent H-AT

Post by Nemper »

RPG-7s can happily take out a snatch with a single RPG. I am 100% sure of this as i shot 2 snatches once each in the same life and they both blew up.
But the insurgents really do need some kind of improved anti-tank capability. At the moment the only thign that can really take them out is the Artillery IED (thats at a guess, i have never seen one hit a tank).


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aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: Insurgent H-AT

Post by aperson444 »

I know that groups like Hamas and Hezbollah have a stock of RPG-26. Perhaps leave RPG-7 Frag with LAT, and RPG-26 or RPG Tandem for HAT?
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