HAT kits are too powerful and unrealistic

Maj.Osama
Posts: 140
Joined: 2010-10-20 19:47

Re: HAT kits are too powerful and unrealistic

Post by Maj.Osama »

just imagine if the HAT kit make the enemy armor tracked or disabled , it will make more sense ..

IMO the abrams and the challenger shouldn't get killed by one hit ,unlike the T72 which is old and weak armor.
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: HAT kits are too powerful and unrealistic

Post by Henrique_Dalben »

Mikemonster wrote:Everyone keeps mentioning realism without defining which aspect of their wish is the realistic aspect.. Just a note.

PS. Henrique, guided AT missiles are a real threat for attack helicopters, as are the main guns of tanks, and the cannon of APC's. In 'real life' obviously - I'm not necessarily saying the way PR represents this is realistic or intentional.
They may be a threat to helicopters, but when you're able to take down an A-10 using the ATGM from the BMP3 you just know something is wrong. The missiles are way too controllable, you can make 90? turns like you were driving an ice cream truck (But then again, i've never fired one, so i wouldn't know if that is how it is IRL). But aside from that, the damage of these ATGMs is pretty realistic, AFAIK a BGM-71E can penetrate almost 1 meter of RHA behind ERA thus making the tank's armor something that shouldn't even be taken into account when choosing a firing angle, as it would penetrate even the front armor of any modern tank.
Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: HAT kits are too powerful and unrealistic

Post by Stealthgato »

ShockUnitBlack wrote:Two is the inability for tank shells to penetrate most surfaces and hit back at threats behind cover.
Yeah, this is really annoying. Hmm, 125mm main gun shooting at you? No problem, hide behind this tiny wall that shouldn't even stop 7.62mm and you're fine.

Should make HE shells like in FH2 where they have a blast radius that kills through walls. Tanks would become a serious threat then instead of a minor annoyance like they are now.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: HAT kits are too powerful and unrealistic

Post by Mikemonster »

Henrique, agreed, in that case the maneuverability needs changing.

The ATGM's would be used against anything deemed worthy of deterrent though, but yeah, I can't see someone firing one at a plane doing a loop the loop! They are longer ranged than the main gun so I'd presume if you thought you had a chance of deterring something you'd give it a shot, so to speak (I'm thinking low flying helis and as mentioned a Hog coming head on, which is extremely unlikely all said) :)

Although anything flying low and within the range of a tank's main gun has committed a likely fatal error if it's for a prolonged period.. Certainly a calculated error.


Stealth, I believe that they couldn't implement your suggestion due to the explosion not taking into account different thicknesses of wall. I *think* the craic is that if the 'shell' exploded on the wall you were crouching behind it would kill you. But with a 10m radius it would also kill people 9m underground, behind another 8m of concrete, etc.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: HAT kits are too powerful and unrealistic

Post by Murphy »

If an A10 got ATGMed by a BMP that isn't a reason for rebalancing it's a reason for that pilot to never fly again.
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40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: HAT kits are too powerful and unrealistic

Post by 40mmrain »

100 player server with 1 HAT/team, they'll have a much less substantial effect on the battlefield by 1.0 even if they still can shoot 1000m+
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: HAT kits are too powerful and unrealistic

Post by cyberzomby »

That will only apply on the one or two servers that manage to fill it up to a 100 tho ;)
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: HAT kits are too powerful and unrealistic

Post by ChallengerCC »

Reducing the HAT to 1 on each side is a good decision.
But even 1 HAT in the right hands can do such a big damage to vehicles.
For me the important part of the HAT is that it dont loose accuracy form crouch to stand.
So you can search a crouch/stand(shoot) position and you will win everytime because the tank has no chance to react.
And the HAT system hits everytime even not skilled players hit a standing target to 95%.

So wireguided Missles need some skill to hit. The HAT system in PR flys to fast and is pin point accurate.
It need to sway a little bit, and fly slower, so you need to stay still no crouch/standing, aim and fly the rocket in to the target and dont fire and forget.

A simpler way would be, that you only can shoot while you are prone. No other stand.


Here you can clearly see how it sways and how "slow" it flys. Not such a fast speed like in PR yet.

Last edited by ChallengerCC on 2013-03-06 15:44, edited 3 times in total.
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Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: HAT kits are too powerful and unrealistic

Post by Mikemonster »

You just cannot tell from a video how fast something like that is going, because of the way camera lenses work.
izoiva
Posts: 613
Joined: 2012-02-16 12:17

Re: HAT kits are too powerful and unrealistic

Post by izoiva »

Maj.Osama wrote:just imagine if the HAT kit make the enemy armor tracked or disabled , it will make more sense ..

IMO the abrams and the challenger shouldn't get killed by one hit ,unlike the T72 which is old and weak armor.
72 has most equal to Abrams armor. Frontal reactive armor can be mounted on T72(even Suryan army use reactive armor).
So don't believe Discovery Channel, T72 is not easy to kill.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: HAT kits are too powerful and unrealistic

Post by Mikemonster »

There is that nasty vid of one getting hit and just going up in an inferno, though nobody knows what actually hit it. I don't think that happened to any tanks in Iraq (not like that).
Blackburn92xBHD
Posts: 187
Joined: 2009-03-10 14:23

Re: HAT kits are too powerful and unrealistic

Post by Blackburn92xBHD »

irl tanks and APC's are a way bigger threat for infantry then in PR. a hat destroyes a tank in 90% with the first shot.. that counts maybe for the javelin wich attacks the weak top armor but i dont think a sraw would destroy a t90 at the first shot..
Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: HAT kits are too powerful and unrealistic

Post by Moszeusz6Pl »

I also think that dying from one shoot from HAT is bad. I think you should be still able to kill tank in 1 shoot, if shooting it into weaker armor, but now, you just need to hit a tank, and boom. Maybe deal enough damage to disable it, but then infantry can suppress AT location and call logi to repair tank. It should definitely increase teamwork.

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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: HAT kits are too powerful and unrealistic

Post by Stealthgato »

They only die in 1 shot if the missile hits the rear (not always, I've actually shot T90s straight in the back with SRAW some times and they managed to go back to main and repair) or a weakspot like viewports or lights - hopefully this gets fixed for next release :/.
smgunsftw
Posts: 242
Joined: 2012-10-26 21:43

Re: HAT kits are too powerful and unrealistic

Post by smgunsftw »

You guys should take a look at this article on Wikipedia about the effectiveness of HAT's and LAT's in combat against modern reactive armor

Challenger 2 - Wikipedia, the free encyclopedia
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: HAT kits are too powerful and unrealistic

Post by [F|H]Zackyx »

HAT suck allmost all the tanks can survive 1 hat hit on the front even , challenger can take 3+ HEAT round of spg-9 in the *** without dying. Tandem warhead punch through ERA like a hot knife through butter but in pr tank can survive almost any hit if they are fully repaired. And the crew always survive because they have the time to bail out before tank explode.
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

smgunsftw wrote:You guys should take a look at this article on Wikipedia about the effectiveness of HAT's and LAT's in combat against modern reactive armor

Challenger 2 - Wikipedia, the free encyclopedia
"It was hit directly by fourteen rocket propelled grenades from close range and a MILAN anti-tank missile. The crew survived remaining safe within the tank until the tank was recovered for repairs." Wow.
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speedazz
Posts: 108
Joined: 2011-01-13 05:21

Re: HAT kits are too powerful and unrealistic

Post by speedazz »

For it seems more like random demage on tanks if they get hit by a HAT. A lot of times my tank went down from one HAT shot at front armor. I do think that tanks need more survivability...
smgunsftw
Posts: 242
Joined: 2012-10-26 21:43

Re: HAT kits are too powerful and unrealistic

Post by smgunsftw »

Another major problem is right now infantry have the ability to engage anything except for aircraft with relative ease, while in real life, infantry have to rely on armour/air support when engaging armour or a large cluster of infantry.

I agree with previous suggestions in the thread about reducing the range of HAT kits and changing it to only have the ability to disable a tank unless it hits their rearmost area. I would also add another suggestion of my own, reducing the amount of ammo carried by the rifleman, so HAT kits could no longer be rearmed by simply throwing a bag on the ground in the midst of battle.

Here's the situation in PR right now:
An "Elite" 6-man squad of clan members grab a HAT, AR, Medic, Specialist, Officer, and Rifleman. HAT effectively engages most armour, AR takes care of infantry, Medic revives the entire squad after they've been killed or at least a surviving member of the squad picks up the kit and revives everyone, and the rifleman gives the HAT kit operator enough ammo for another rocket.

Here's the situation after the implementation of these changes:
"Elite" 6-man squad notices enemy armour, has to wait until it drives closer to the squad, engages the tank at the risk of taking casualties. This way, both the tank and the infantry squad have a fair change of inflicting damage on each other. After engaging the tank, the HAT kit must be rearmed at either an ammo box or supply crate.If the infantry squad decides to avoid engaging the tank to avoid casualties, then they will use the radio and/or mumble to call for armour support/CAS.

Overall, I believe nerfing the effects of the HAT kit can promote more teamwork, decrease lone-wolfing and the concept of "elite" in PR.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: HAT kits are too powerful and unrealistic

Post by Heavy Death »

smgunsftw wrote: Here's the situation in PR right now:
An "Elite" 6-man squad of pubs grab SL, Rifleman, Marksman, GL, AR, Specialist. When a wild tank appears they have a crate nearby with all the things they need (provided nobody else took it, but if anybody else took it, its for the same reason). Pop, a HAT appears, tank is destroyed, they grab the marksman rifle and off they go.
^ This is how it is.

There was talking about those special kits only being obtainable at base... lets hope for the best.
Last edited by Heavy Death on 2013-05-09 23:08, edited 1 time in total.
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