
If there is a single thing in this game that breaks gameplay the most, it is the deployable TOW/HJ-8/whatever. Anyone who has played in a public server knows that it is not being used as it is intended, at least primarily. Don't get me wrong, I know TOW's in real life are used against bunkers, buildings, etc, but not nearly to the extent as in PR. As it stands, you will find in any and every server that the TOW is being abused in an anti-infantry format. A TOW on a prominent roof or in the hills (it's still possible even post patch) can lock down at least half of Muttrah to infantry and vehicle traffic, without much that can be done against it. The same thing with Qwai, Jabal, and really any other map if you're creative enough. In fact the only map in which I've found you have a chance against the TOW is the one you would least expect: Kashan. This is because vehicles can usually target the foundation of the emplacement at range, which is hard/impossible on many other maps.
Anyway, here is why the TOW is overpowered:
- FAST 360 Degree rotation
- Nearly 180 degrees movement in the Y axis
- Very Fast warm up time
- Very Fast Reload
- Large supply of ammo, with unlimited and easily accessible reserves Ammo (simply destroy and rebuild it)
- Very powerful zoom, coupled with no deviation = HE sniper rifle
- Low profile = Hard to engage at range
- Fast projectile travel time
- Silent. Vehicles make noise, and H-AT takes time to warm up and leave yourself exposed. No warning before death by TOW.
- Warhead has both giant splash damage AND incredible anti-vehicle power.
- User friendly system. Point and click on the bad guy, keep crosshairs on it even if it's moving.
What needs to be done:
- Reduce ammo to 3 shots + 1 in the tube. This way you have to make them count.
- Reduce splash damage by at least half, preferably to 1/4 of current value.
- Increase reload time to at MINIMUM 1 minute. Warm up time should be increased as well.
- Add Deviation of some sort. Even if it's only a meter in any direction at 800 yards, that's still enough to make it more fair, and actually require some talent to use.
- Increase traverse time, and restrict it in the Y axis to make it less useful from rooftops and against helicopters.
- Reduce the Zoom. I don't know what the RL values of that big optic on top is, but gameplay should always be first before reality.
- Give it a ticket value. Tank's and APC's have them, which is exactly what this is supposed to counter, so make it fair. You don't have to wait 20 minutes for a TOW to respawn.
- (This is only if it is given a ticket value) Due to it's increased value, make it reloadable BUT make it take a long time, require a manned supply truck (as in someone has to be in the driver's seat) and someone has to be in the gunner seat. In fact, a manned supply truck should be able to reload all vehicles and emplacements, albeit slowly.
Additionally, the model for the emplacement should be changed as well. Go code it yourself, I know, but I'm not going to because I don't know how. Anyway, I feel like World in Conflict uses a good model for it's Anti-Tank emplacement. Using a WiC style emplacement would improve the TOW for a number of reasons, on both sides of the issue.
- Added protection against infantry, means TOW player doesn't feel like he has to shoot to save himself
- Canopy prevents unfair engagement of helicopters.
- Bigger model gives a fair target for APC's and Tank's to engage, since the TOW has such a big target to hit when fighting against vehicles.

Front, with Bradley to scale

Rear, notice entrance point to emplacement.

Close up of side

Top View, with US Vehicles and Infantry for scale. (Sorry for darkness, In game cloud passed overhead)

Another shot to establish scale
All of the changes I mentioned should help balance out the TOW, and bring the "fun" back into this "game". It will even make it more realistic. Remember, a single missile costs about $20,000 Source, plus used inflation calculator. It's not to be used lightly.
One thing I've noticed in recent updates is that the amount of means to kill an armored vehicle (see: TOW's) has increased, while the number of these vehicles is decreasing, or not changing. Remember, it takes 10-20 minutes for a vehicle to respawn, but only 1 minute to replace a TOW. As someone who LOVES to use vehicles, it's not fun anymore, because I now have to worry about 2 railgun/TOW's plus 2 H-AT's that can be picked up by anyone for 5 minutes, plus 30 mines plus other vehicles. There's almost no point in getting in vehicles anymore. But then I get TOW sniped as infantry, so there's no point in playing I guess.
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The previous opinions are mostly my own, but I got a lot of ideas from the rest of [TF21], and the folks who responded in my thread on TG. It was almost unanimously agreed that this thing is overpowered, including by [R-DEV]fuzzhead. Jus' sayin'
Who am I? I've been playing PR off and on since .2, and regularly since the release of .5. .8 was my favorite release, because it was the best balance of 'Game' vs 'Reality'. But that's another argument. I appreciate the efforts of the DEV team to further this game, but I feel like a lot of things (Like the Deployable TOW. Seriously, did you guys even test it? So overpowered.) were lost in the details. I tried to bring this up in a joke topic about railguns, but no one quite caught it, and it actually (and humorously) offended some people. Get a life. Just remember everyone, this is first and foremost a game. If you want realism, enlist. Otherwise, play ACE on Arma2 or something.









