El_Vikingo wrote:He put our team to an advantage, by:
1. Slowing down the opposition, so we could cap the other flags.
2. Reducing their tickets.
This is the result of any frag in PR.
El_Vikingo wrote:
3. Using a kit no-one else uses, so other noobs could get the sniper kit.
What does your sentence means? You (or your mate) only play as H-AT or sniper, nothing else? Or do you want to explain us that H-AT kit is as much powerful as a sniper riffle against infantry and way more powerful than standard kits?
However, I don't want to flame, I just say that currently, a lot of H-AT users just try to frag infantry while armours and APCs can safely rape your team. With the last modifications introduced in 0.5, you’ve got a new class on the battlefield : “Rocketman anti-personal” which is played only because there’s a gameplay problem (infinite ammo bags, exploit…). Furthermore, I think this is a major gameplay issue because, in theory, specialized classes are tweaked to stick with the following schema:
* Grunt own H-AT who own Tank who own Grunt.
When you play H-AT as an anti-infantry class, you've got:
* H-AT own Grunt & Tank own grunt. In this configuration, H-AT and tanks are satisfied of their situation while grunt is completely raped.
To balance that, you need the H-AT to be powned by the others grunts (i.e. ammo more difficult to ressuply) then almost nobody will continue to waste rockets against infantry. In some specific situations such as clearing a bunker (or killing 5 guys at a flag

), it might be used but never to frag an alone running guy in the middle of a street... just like in reality.