Suggestion for balancing HAT kits

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Test.Isicle
Posts: 4
Joined: 2023-12-18 22:08

Suggestion for balancing HAT kits

Post by Test.Isicle »

Hello, major HAT enjoyer here, however over the years (a lot) I've been observing that the HAT kit is becoming way too unbalanced, we have factions that have guided missiles and some other that don't.
There's also ALT kits that make no sense on taking over the STD ones because what is the point of having a weaker warheead over a guided more powerful one (MEC for example).
So I came up with an idea that might fix everything without having to either change stats, remove weapons or whatever.
We've seen that a single hat guy, takes a jeep sees armor, kills, rearms from crate and goes for the next hunt, what if, you guys make it so that guided HAT kits have to RTB, like actual RTB like vehicles to get ammo instead of being able to rearm from any crates. This will make it so that they have to make their shot count, choose the target well, and become more strategic. But in alternative, make the non-guided hats be able to rearm from crates (although I feel like small ammo crates and rifleman ammo bag shouldn't be included in that, only Light supplies and Big crates). As a HAT kit user who plays with this kit a lot I feel this needs to be balanced in this way, I think we are already a pain in the *** for armor just from the fact that they can't ear us.
Thank you for reading, have a nice day

Edit 1: I just read that selective rearming isn't a thing, but how about if the guided HATs take like 1000 ammo points to rearm?
robert357
Posts: 233
Joined: 2016-01-29 12:58

Re: Suggestion for balancing HAT kits

Post by robert357 »

There are few solutions:
- use different HAT kits depending of available HAT/armour in other faction and map,
- make better or "op" HATs only as a pick-up kits in mains (but also depends of *see above*),
- simply change what type of HAT is available on certain maps.
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dcm22
Posts: 25
Joined: 2025-03-17 09:02

Re: Suggestion for balancing HAT kits

Post by dcm22 »

I disagree on all points. Armor is OP in PR. Especially tank armor. If you dont have your own tank, atgm vehicle, cas, tow emplacement, or HAT kit to counter a tank? Your team is screwed. When we used to have two hat kits, things were a lot more balanced for infantry. When emplacements had ammo on spawn, things were more in the infantry's favor. But infantry has received nothing but nerfs when going up against armor. It's just not fun nor fair anymore. The only infantry squad that has even a chance against random armor encounters are the unconventional factions that dont need crates to deploy fobs and emplacements. And that's if they can get shit up in time. If anything infantry access to anti-armor capabilities needs to be improved.

P.S. I love the mec alt hat kit. Three rockets slightly stronger than a black tip. Perfect for maps with multiple light skinned apcs. But I get so much shit for running it. Even on inf layers.
Test.Isicle
Posts: 4
Joined: 2023-12-18 22:08

Re: Suggestion for balancing HAT kits

Post by Test.Isicle »

Replies to above:
-having it has pickups wouldn't fix anything, one guy can still take the jeep, camp mains (which seems to be the current meta) kill armor, rearm from small cratte, kill armor, rearm from small crate... This happens and it's not that hard to do, rearming only from main base would fix this
-one more reason to give the ALT versions more power of choice, making them rearm from crates as I said, you would only have to RTB if you're using a guided HAT

I play as HAT a lot, it's very easy to get in a jeep, camp main and/or move around killing armor because you're pretty much invisible, it's hard to spot you and you're as silent as a mosquito.

I have to disagree with armor being OP, you can track tanks with Lats very easily currently and it used to be much harder in the past

Also having 2 HATs is crazy, what would happen is 1 would camp one side of the enemy main, and the other one the opposite, this plus having pretty much any source of ammo would make armor obsolete
dcm22
Posts: 25
Joined: 2025-03-17 09:02

Re: Suggestion for balancing HAT kits

Post by dcm22 »

Tracking is not killing. Tracked armor can still defend itself for quite some time. Some LAT kits are far weaker than others. M72 LAW and RPG-7 greentips cant do shit against APCs. It takes more rockets than you have available, to even make a dent in an APC.

I believe that the HAT kit should be split in two; one for guided and/or heavy rockets and the other for medium type unguided only rockets. Heavy-AT for tanks. Medium-AT for APCs.
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: Suggestion for balancing HAT kits

Post by Grump/Gump.45 »

Its the way you people move with armor, simple tactics you lack like moving together so instead of 1 tank going by getting hit by HAT, then 2nd one comes along into the same situtation. So move together. You don't know how to play if this is a problem that you think has 0 solutions to, you died without firing a single shot.

Combat is about coming up with solutions and you people don't even play with basic teamwork using multiple vehicles to escort with preventative fire.

If a camouflaged HAT that peeks suddenly gets you without you firing a shot while you are paranoid, its your fault for not firing, you waited to see something that can hear when you passed, low IQ, low awareness.

Moving alone and without any preventative fire measures for what could be there, I have had mostly 0 issues with HAT kits.

There is usually multiple ways out of DOD, but not on Hill 488, which I see that HAT camping as the entire battle but that is because even though I say what to do to defeat the main road camping, nobody helps with multiple vehicles like the 2 logi trucks and 2 jeeps, because they are busy dividing our forces and attacking the flags.

Rather than doing something more fun and teamwork oriented focusing whole team on 1 man per bush defending last flag, could over power them with super FOBs, have the road patrolled and suppressed approaches.

So because these mediocre people mindlessly go for objectives because they can rather than supporting the teams defense at all, we have less fun by being outnumbered by a single HAT kit... LEAVE THE ENEMY OBJECTIVES ALONE. Teamwork over enemy objectives, you stay alive and get kills better that way rather than going up to die outnumbered yourselves instead of helping tank.

In fact on Wikipedia which sources from real resources, it says the following "The column would fire its weapons more or less continuously into any suspected enemy positions as they appeared, suppressing and distracting the aim of enemy gunners and anti-tank teams"
https://en.wikipedia.org/wiki/Reconnaissance_by_fire

Some people don't pre-fire in armor because they think the gunshots and not their loud armor engine will make enemy hear them.

Its psychological stuff, enemy could panic, get hit or have rounds hit close missing opportunity, then comes to chase you in the field after you pass, or HAT kit toughens up in some camouflage and still shoot you like normal only he got shot at without being seen or you knowing he was actually there, but at least with with preventative fire you sent something at them.

This is another reason I like throwing all the chips in to attack our last defensive flag, 0 issue plus you get time to set up. Also its funny when the enemy wonders where you are at then finds a horror show of super FOBS supporting each other, armor and defensive flag.

The way people attack enemy flag ruins great chances for combined arms teamwork defense.

But defense is actually attack, just defend the last flag, treat our defense flag like the attack flag, but the work of capturing is already done making it just the job of killing, using the flag as bait. Just fight over that, not a problem for anybody when our FOBs are on DOD edge. It would be more of a firing range.

The problem is teamwork, if you don't have that then you cannot tackle challenging dangerous terrain with heavy anti-tank predators lurking. They hide, but you wait to see them. This is more than a skill issue, this is an IQ and problem solving issue.

Safest to most dangerous terrain goes Desert/fields, woods, jungle, then urban.

Then the preventative fire aspect of it, 2 tanks once again is better than 1 for this. If its one tank then 1 APC, or 1 tank and 2 APC. 2 tanks and 2 APC. Move together in view of each other, scan aggressively.

This is why you move with logi repairs plus a support vehicle, too much to hit for a single man, if tank catches fire you have repairs as ARMOR MEDIC following.

The way some of you think. People will not recon by fire, preventative fire with coax while in armor claiming the enemy will hear them, but this is low IQ thinking with very low self awareness.

Like they think or forget that lowering their SFX in game makes other peoples sound awareness lower, they think pre-fire with the COAX is stupid, but what else are you going to do driving by potential enemy?

They hear your engine from far enough and if one person hears your armor and reports it then every enemy could know its last location.

Its funny I already have solutions to this.

Hill 488 for example, with the flamethrower tank, you get 2 logi with M60 on top with repairs, 2 jeeps with M60, that is 4 vehicles to support the tank in preventative fire, 2 go ahead, 2 stay rear in pace with flame tank.

Plus infantry, forget "attacking" any flags, attack the last defense flag while holding it the Supply Route just outside main with DOD edge FOBS. Its just like any other neutral flag both teams fight over 50 vs 50.

Win by suppression, fire superiority.

The boats control the river intersection reaching what they can with machine guns 1 bullet per square inch, its better than nothing and actually helps.

The way I play is more fun than the way you all play.

I like to psychologically mess with my enemy with complete awareness to the effect I have on them, whether they are reacting with fear, panic and movement how I want them to... Or forcing their mind to stay calm and in camouflage as I 1 bullet per square in preventative fire everyone.

https://www.youtube.com/watch?v=_fjYjPTp_po

1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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