unrealistic Hat gameplay

General discussion of the Project Reality: BF2 modification.
DEADLY_sniper
Posts: 24
Joined: 2009-08-23 21:19

Re: unrealistic Hat gameplay

Post by DEADLY_sniper »

in fact its quite easy to kill the HAT team in A8 with cobra/attack huey.. since the out of bounds timer is 30 seconds it can simply flank them from behind the mountains, where from they have no cover. In case the Cobra gunner is blind the should at least take out their supply crates... Sorry but any cobra crew which have read the manual and can hit static targets is able to counter this threat
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: unrealistic Hat gameplay

Post by goguapsy »

Some people tend to think that "out of bounds" areas are non-gameplay areas (and time limits are there if you accidently go out of bounds).

Guys, out of bounds is a FEATURE! That's why choppers have such a long out-of-bounds timer, so they can attack the battlefield from all directions! After all, that's what they are for, right? High-mobility!

USE out-of-bound timers to your ADVANTAGE!
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: unrealistic Hat gameplay

Post by Bringerof_D »

unrealistic...

how? (don't answer that, it is not)

solution, shoot at them. or mortars. the only unrealistic part of all this is that they weren't sitting in a small trench/foxhole and better concealed from you.

result, A) they die, B) they are suppressed, then you flank in closer to kill. your tanks have little excuse, they should be scanning the horizon at all times and traveling in packs so they can cover as much of an arc as possible.
puppetmaster532 wrote:forgot to add the us team was all half retarded
and you missed my point 2 hats wiped out an entire squad of infantry that was keeping its spacing very well
clearly not well enough. a lot of people think when someone says keep spacing they mean like 10m or so. NO proper spacing in open terrain is like 30 to 50 meters. machine guns can sweep a group of guys spaced at what you usually see in game. and a real grenade would wipe out your entire squad at those spacings. Here's proper spacing in the open...YELLING DISTANCE and of course for areas with obstructions, visual range and talking distance.
Last edited by Bringerof_D on 2011-08-07 08:49, edited 1 time in total.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
soldier19919
Posts: 43
Joined: 2007-05-13 13:15

Re: unrealistic Hat gameplay

Post by soldier19919 »

snipe them... ? piece of cake
CareBear
Posts: 4036
Joined: 2007-04-19 17:41

Re: unrealistic Hat gameplay

Post by CareBear »

wait wat you think these HAT's are overpowered against infantry? :/
i would say there pretty much useless against a spaced out infantry group unlike the .6 HATs
Image
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: unrealistic Hat gameplay

Post by Arnoldio »

puppetmaster532 wrote:Hi PR community, i just got off of a horrible round on the =HOG= muttrah city server.
There is your problem.
Image


Orgies beat masturbation hands down. - Staker
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: unrealistic Hat gameplay

Post by killonsight95 »

Okay for a start i think you're playing on the wrong servers, try playing on TG or even hardcore servers where the players ahve more sense, secondly get SL's and snipers to lase positions for the cobra to attack, that's obv' why the cobra went down because there wasn't a laze.

Also a team can only have 2 H-ATs at a time, also your armor should move up on the left flank of muttrah because now they have no H-AT so attack with your armor. and inftantry up that way, also you can use mortars to pound them and even use an AA to killed them (AA = area attack)
Image
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: unrealistic Hat gameplay

Post by Zimmer »

Look at 0:20 in this vid



Is hatting from ridge or top unrealistic?
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
Image

I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: unrealistic Hat gameplay

Post by Murphy »

This doesn't seem to be an issue of unrealistic HAT use so much as your team getting owned by a few HAT guys. I can think of so many tools at your disposal to deal with these guys I can't understand how the "arguments" you put forth merit anything other then rebuttals on how to get rid of the HAT guys.
Image
Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: unrealistic Hat gameplay

Post by Smiddey723 »

puppetmaster532 wrote:forgot to add the us team was all half retarded
and you missed my point 2 hats wiped out an entire squad of infantry that was keeping its spacing very well
you play on HOG and are complaining that half of the team is retarded
.:2p:.Smiddey
maniac1031
Posts: 257
Joined: 2010-03-16 20:12

Re: unrealistic Hat gameplay

Post by maniac1031 »

You can have more than 2 sniper/ hat kits per team not sure how you do it but it can be done. Taken from a a round on ramial on prta while squad leading. http://screenshot.xfire.com/s/116293040-4.jpg
80HD
Posts: 121
Joined: 2011-06-30 21:05

Re: unrealistic Hat gameplay

Post by 80HD »

'[R-DEV wrote:Rudd;1641260']stay on target gentlemen
Image


So, on the OPs initial complaint... (back on target)...

Your complaint is that the enemy team was coordinated, used superior terrain, and massed heavy weapons...


How did they keep getting ammo? You know what kind of logistics would be required to keep them loaded with ammo? The reload delay on 3 HATs alone means that even a loosely coordinated attack would not enable them to cover more than 3 targets every 30+ seconds, considering the time it takes to get a new HAT off a crate, then construct the entire thing... have you ever used an Eryx? I swear your dude is consulting the manual for every one of the 74 steps required to get it ready. THEN you have to wait a coon's age for the thing to get sighted back in, and ANY target moving at high deflection, let alone using cover, at any range, is going to be tough to hit.

Next time, interdict their supply chain. Try landing in a boat, they can't see that far.

Did you guys HAT them back? Fight fire with fire.

I mean, this is all academic considering the underlying issue is that the team with more coordination won... which is pretty much what the Devs and serious players hope for...
DEADLY_sniper
Posts: 24
Joined: 2009-08-23 21:19

Re: unrealistic Hat gameplay

Post by DEADLY_sniper »

maniac1031 wrote:You can have more than 2 sniper/ hat kits per team not sure how you do it but it can be done. Taken from a a round on ramial on prta while squad leading. http://screenshot.xfire.com/s/116293040-4.jpg
Its quite easy, yet not so awesome as you would think. However when I explained it on forum I got warned for exploits. so sorry :-D
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: unrealistic Hat gameplay

Post by Mikemonster »

80HD wrote:Did you guys HAT them back? Fight fire with fire.
Exactly what I thought. It's not rock, paper, scissors.

If it works for them it'll work for you. At worst you'll have stalemate.

I think if my team was so derped I would have gone on a one-man-jihad against them with Commander's JDAM or a snipzor rifle/HAT/SAW. There is great satisfaction to be had from counter-trolling.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: unrealistic Hat gameplay

Post by Jolly »

[R-DEV]Rudd wrote:mortar it
+1
:smile:
Pedz
Posts: 696
Joined: 2009-05-07 20:05

Re: unrealistic Hat gameplay

Post by Pedz »

80HD wrote:


Your complaint is that the enemy team was coordinated, used superior terrain, and massed heavy weapons...


How did they keep getting ammo? You know what kind of logistics would be required to keep them loaded with ammo? The reload delay on 3 HATs alone means that even a loosely coordinated attack would not enable them to cover more than 3 targets every 30+ seconds, considering the time it takes to get a new HAT off a crate, then construct the entire thing... have you ever used an Eryx? I swear your dude is consulting the manual for every one of the 74 steps required to get it ready. THEN you have to wait a coon's age for the thing to get sighted back in, and ANY target moving at high deflection, let alone using cover, at any range, is going to be tough to hit.

Next time, interdict their supply chain. Try landing in a boat, they can't see that far.

Did you guys HAT them back? Fight fire with fire.

I mean, this is all academic considering the underlying issue is that the team with more coordination won... which is pretty much what the Devs and serious players hope for...
Co-ordinated team? I don't think 4 people count as a team tbh :P

The reload of the HATs or any other kit for that matter, can be dramatically reduced by selecting riflemen kits of the crates, dropping ammo, and keep doing that every opportunity you can. You can load a HAT in ~10 seconds with enough ammo bags, and it uses hardly any of the crate itself. There's also the people who HAT caches which annoys me, but its there and use-able. But in situations like that, either area attack them or mortar followed by a few sneaky infantry.

Image
mattnett1
Posts: 248
Joined: 2010-04-03 18:30

Re: unrealistic Hat gameplay

Post by mattnett1 »

I think that =HOG= is the worst server... pretty decent if you are defence.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: unrealistic Hat gameplay

Post by Mikemonster »

Protip: Enemy firebase annoying you?

Get an airtank to drop your squad into dead ground in full sight of the enemy FOB. Make sure it gets a crate.

After it's flown off make sure you het a HAT kit.

Use the HAT kit to systematically destroy the enemy emplacements (if he dies medic him and make someone else use the kit). If you're feeling good you could also build a FOB so that you can spawn the team in .. A bit pointless though as you are just a demolition squad there not to take any ground. Also make sure you HAT their crate - That way they can't get good guns to kill you with or spot you with! Trololol!

When finished, smoke up and get the airtank to extract you.

RTB/next FOBand repeat, make sure you say in squad chat: trolololololololol
80HD
Posts: 121
Joined: 2011-06-30 21:05

Re: unrealistic Hat gameplay

Post by 80HD »

Pedz wrote:Co-ordinated team? I don't think 4 people count as a team tbh :P

The reload of the HATs or any other kit for that matter, can be dramatically reduced by selecting riflemen kits of the crates, dropping ammo, and keep doing that every opportunity you can. You can load a HAT in ~10 seconds with enough ammo bags, and it uses hardly any of the crate itself. There's also the people who HAT caches which annoys me, but its there and use-able. But in situations like that, either area attack them or mortar followed by a few sneaky infantry.
2 people working together is a team, if we want to get down to it. A given "Team" - as in, the entire platoon/company whatever you want to refer to the BLUFOR/REDFOR sides as, is only made up of coordinating elements. Chaotic squads of convenience that are only formed so ]PWN[H00terzMacB00BY and =H4X=PH4c3M3ltarz can get their sniper/marksman kits - as well as the unsquaded lone wolf ticket sponges - are not part of the "Team".

The OP's premise, to be based in reality, would require that the entire MEC team was more coordinated than his own. Not only did he say the US team was "half retarded", but also that 4 HATs wiped out "2 infantry squads that were well separated". If they were "Well separated" that means that the HATs would have each had to fire 3 times, assuming each one was a hit.

Also, regardless of how much ammo you have, you aren't reloading a HAT in ~10 seconds and getting it ready to fire. If all three HATs had rifleman kits sitting on the deck, that would give them one quick ammo bag reload. Subsequent shots would require the lengthy resupply from crates, and with 4 guys firing these minigun precision HATs as the OP describes them, they would be decimating crates with a quickness. There is no way that 4 HATs could lock down a hill and send a constant barrage of pinpoint accuracy against a team (apparently a team of lemmings who sit motionless in full view of the aforementioned HAT sniper team over and over) without substantial support from their team.

There are so many flaws in the originating post of the thread that it defies reason. There is nothing wrong with HATs, they are very well balanced, and if you are getting sniped as infantry by a HAT that is almost BVR, you need to go back to Co-op for remedial training.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: unrealistic Hat gameplay

Post by SGT.Ice »

puppetmaster532 wrote:i thought each team got 4 hats but i guess im wrong.

and THIS IS NOT A HOW THE HELL DO I KILL THEM THREAD this is focusing on the very unrealistic ways that these weapons are being used

plus i doesn't help when the perpetrators with the hats are spamming the chat with Trololololo etc.... after a kill
It's not unrealistic as stated before
2) Google HAT vs Insurgents or something on youtube
3) HAT sniping is extremely common on HOG and sometimes other servers
4) Mike what the hell is an airtank.
Last edited by SGT.Ice on 2011-08-10 18:19, edited 1 time in total.
Image
Post Reply

Return to “PR:BF2 General Discussion”