Remove TOW, add Light-AT

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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Remove TOW, add Light-AT

Post by Rudd »

I'm finding more and more that TOWs aren't that hard to take out - the user has basically no protection. I think the community needs to adjust its tactics.

However I would agree the TOW could use an ammo decrease, or a firing delay.
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NM|rotten
Posts: 61
Joined: 2007-08-03 15:03

Re: Remove TOW, add Light-AT

Post by NM|rotten »

slowly, the tows are not the uber killing machine anymore, drivers and pilots adjust, and the gameplay tends to get balanced again.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Remove TOW, add Light-AT

Post by maarit »

what if just decrease the zoom?
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Remove TOW, add Light-AT

Post by Alex6714 »

To be honest I think you should only be able to place either TOW or AA and not both.

Unless that was changed already...
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Remove TOW, add Light-AT

Post by killonsight95 »

Alex6714 wrote:To be honest I think you should only be able to place either TOW or AA and not both.

Unless that was changed already...
then people will place TOW it is the best AA wepon i've eva used
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Alex6714
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Re: Remove TOW, add Light-AT

Post by Alex6714 »

killonsight95 wrote:then people will place TOW it is the best AA wepon i've eva used
I guess that kind of reinforces my point.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Remove TOW, add Light-AT

Post by Rudd »

Alex's point about having to choose AA or TOW actually makes alot of gameplay sense

I fully support his suggestion!

why
it makes it more strategic
it increase asymmetry as each side needs differnet tactics in placement, especially on amphibious maps
it would hopefully decrease spam
it would increase vehicular surivability accross the board, which is suffering imo. HATs, LATs, TOWs, Mines, CAS, other vehicles...its safter to be an infantryman.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: Remove TOW, add Light-AT

Post by samogon100500 »

Good idea - use infantry/vehicle teamplay
Bad idea - Drive under frontline without infantry support
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Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: Remove TOW, add Light-AT

Post by Blakeman »

If it was the bridge north of Jabal city itself then the easy way to get around that is to use the APCs amphibious capability and swim the river instead of using the bridge to outflank the TOW and come round behind it if possible.

Sounds like the MEC needed a better sniper to take the TOW gunner out though.
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bad_nade
Support Technician
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Location: Finland

Re: Remove TOW, add Light-AT

Post by bad_nade »

rushn wrote:they are supposed to be engaged with inf and they get destroyed by inf since it is a static target with almost no protection
Then why on insurgency maps they are most often built outside the area insurgents are allowed to enter? For example on maps like Ramiel and Op. Archer TOWs are way too often set up inside the huge Dome of Death so insurgents have no other way to destroy them but an area attack. And considering how easily BLUFOR can set up and re-built TOWs, one area attack once or twice a hour is nothing but a minor discomfort.
Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: Remove TOW, add Light-AT

Post by Potilas »

maarit wrote:what if just decrease the zoom?
+1

Third zoom level makes it sniper tool against infantry so it should be removed. Big stuff is visible even without higest level of zoom. 2 crates required for tow feels too low. 3-4 crates is more suitable requirement, considering the ultimate power of weapon.
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: Remove TOW, add Light-AT

Post by SocketMan »

Just need to bring back the (laser beam) lock on warning on every vehicle
(that has the warning system in RL) imo
PuffNStuff
Posts: 298
Joined: 2009-06-01 13:57

Re: Remove TOW, add Light-AT

Post by PuffNStuff »

[R-COM]SocketMan wrote:Just need to bring back the (laser beam) lock on warning on every vehicle
(that has the warning system in RL) imo
Now, that would be the best thing to happen to gunships since they were introduced to PR.
Tte.oteo
Posts: 302
Joined: 2008-03-11 12:19

Re: Remove TOW, add Light-AT

Post by Tte.oteo »

Alex6714 wrote:To be honest I think you should only be able to place either TOW or AA and not both.

Unless that was changed already...
this is the perfect option.. no more choppers down by a tow.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Remove TOW, add Light-AT

Post by ComradeHX »

Tte.oteo wrote:this is the perfect option.. no more choppers down by a tow.
I think you mean *every* choppers down by a tow...
scope
Posts: 133
Joined: 2009-02-19 14:26

Re: Remove TOW, add Light-AT

Post by scope »

I think the TOW should habe the ammo reduced to 4-5 and have a delay in the reload like the bradley. 2 minutes between shots would probably help stop the TOW spam as it would really give the enemy some time locate and kill the operator. Still has all the killing power, but the operator has to be a little smarter about just firing at everything he sees.

I'm sad to say this, because i'm the kind of guy that loves to snipe choppers and infantry with it. But a delay would definately help gameplay imo.
Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: Remove TOW, add Light-AT

Post by Meza82 »

TOW is fine as is. TOW assets make FOBs more like a forward operating base, as in a base of fire and support. on AAS, both teams have TOW (or equivelent) assets. so its balanced.
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bad_nade
Support Technician
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Re: Remove TOW, add Light-AT

Post by bad_nade »

Meza82 wrote:on AAS, both teams have TOW (or equivelent) assets. so its balanced.
On insurgency, only one team have TOW and they often set it up inside the dome of death (like huge DoD's in Archer and Ramiel) so it's almost impossible for insurgents to destroy it.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Remove TOW, add Light-AT

Post by dtacs »

Meza82 wrote:on AAS, both teams have TOW (or equivelent) assets. so its balanced.
Militia don't. And on majority of their maps they're up against armor.
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: Remove TOW, add Light-AT

Post by Cheditor »

I've only seen one helicopter shot down by a tow when flying at speed and the person who shot it said it was just luck. Though when i was firing a tow the other day the reloading speed was much too fast. That to be honest is the only change i think that should happen.

But the lock siren warning thingy that some people have said, it has been shot down before https://www.realitymod.com/forum/f18-pr ... rning.html (Shot down get it haha :D )
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