L-AT Limit- Why?
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{9thInf}GunnyMeyer
- Posts: 164
- Joined: 2006-08-15 02:31
L-AT Limit- Why?
I just wanted to know why we would want to limit the L-at Kit? I always have atleast one, maybe 2 in my squad no matter what. The kit is basicly a rifleman with a rocket, nothing special. In Marine Corps Organization, if I'm not mistaken, the AT-4 is organic to the Rifle Company, which would make it a non-limited kit. Think about it, all of the kits we have limited are ones that are not organic to the company, but would be sent in via the weapons company. If you are going out on a mission with expected heavy enemy garrisons and Light Armored Vehicles, every single squad is going to have a couple of AT-4s. Making it limited will just kill the infantry squad, it's not like the weapon is being abused.
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Deadmonkiefart
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[T]Terranova7
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I think that is more or less why it's being limited. Players that just got owned by an enemy vehicle will in most cases spawn back AT. So a tank that has just arrived in the area normally ends up being showered with L-AT in the course of 40 seconds.
I believe by doing this, SLs will have to "pre-plan" before heading out to frontlines instead of having his dead squadmates all respawn AT. This way if a squad is pinned down by enemy armor, and didn't take the time to bring AT, then the squad will have to resort to retreating or requesting friendly support. Would create much more realistic scenarios imho.
If you ask me the same concept should apply to medics also, but that's another topic for discussion.
I believe by doing this, SLs will have to "pre-plan" before heading out to frontlines instead of having his dead squadmates all respawn AT. This way if a squad is pinned down by enemy armor, and didn't take the time to bring AT, then the squad will have to resort to retreating or requesting friendly support. Would create much more realistic scenarios imho.
If you ask me the same concept should apply to medics also, but that's another topic for discussion.
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Deadmonkiefart
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Phoenova
- Posts: 35
- Joined: 2007-03-22 19:28
Its not like it has moved all the way across the map. If a vehicle is in a position to get a few kills, the driver will normally plant themselves for a while (and more often than not the driver IS the gunner
) Armor doesnt last nearly as long as it should, and knowing you can spawn AT after it kills you makes it even less feared. And when it does die its usually because of the aforementioned reasons. I know because Ive died numerous times by the hands of vehicles and immediately spawned as AT to make a difference.
Limiting this kit is definetely the good choice in terms of teamwork, and like Terranova said, it causes planning. Hopefully we wont get full "AT Squads" running around though
Limiting this kit is definetely the good choice in terms of teamwork, and like Terranova said, it causes planning. Hopefully we wont get full "AT Squads" running around though
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{9thInf}GunnyMeyer
- Posts: 164
- Joined: 2006-08-15 02:31
But with kit limiting you run into the problem of one squad saying "OOOOO, Lets be uber realistic and make a squad of one medic and all AT!!!!" well guess what, you just lost all you AT capabilities because some dickhead has 5 men with your L-AT kits off in the corner of the map doing things I cannot say on a public forum to eachother. This is exactly why it is counter productive. I would have my men using the Saw more often if it wasn't so limited, but it is so I say F-that, I'll just shower em with M16 rounds. If you put a limit on the kit then we won't have enough kits to go around which means that the individual squads that are out operating on their own in enemy territory taking a base while their entire team is defending will be screwed because, as you said, one tank will show up at the enemy base and all of your AT kits will be there. Limiting the kits will not fix the problem, it will just magnify it because when that happens they will not be spread around the map.
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MADTKBOY
- Posts: 76
- Joined: 2007-02-24 22:29
Well...if they must be limited, then is there a way to ensure that at least every squad will be able to request at least two of those kits?
Seeing as they're currently used by our troops to engage pretty much anything and all...
Also, on a related note regarding limited kits....is it possible to limit certain kits such as lmgs on a per squad basis as opposed to a team basis? It would certainly help out gameplay wise to see infantry squads in each team with good support weapon distribution ratio as opposed to the current system where some teams can easily hog 3 of the teams 4 lmgs provided their squadmembers load into the map faster than others. Say a distribution limit of one lmg per squad.
Perhaps a way to make the quartermaster system check the loadouts of your squad and if you already have a support man he tells you something like "sorry, but other squads need support firepower too" kinda thing?
Just throwing out ideas.
Seeing as they're currently used by our troops to engage pretty much anything and all...
Also, on a related note regarding limited kits....is it possible to limit certain kits such as lmgs on a per squad basis as opposed to a team basis? It would certainly help out gameplay wise to see infantry squads in each team with good support weapon distribution ratio as opposed to the current system where some teams can easily hog 3 of the teams 4 lmgs provided their squadmembers load into the map faster than others. Say a distribution limit of one lmg per squad.
Perhaps a way to make the quartermaster system check the loadouts of your squad and if you already have a support man he tells you something like "sorry, but other squads need support firepower too" kinda thing?
Just throwing out ideas.
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eggman
- Retired PR Developer
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SethLive!
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MADTKBOY
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I think however, there should still be a maximum limit on amount of XYZ weapon per team. I could easily see certain squads exploit the system by requesting XYZ weapon, dropping it on the ground, fooling the quartermaster system, and getting his teammate to get another XYZ weapon. Thus we end up with whole armies of XYZ weapons (when said weapon is not that common).
Using the lmg example, here is perhaps a relatively (but not completely) foolproof idea:
Limit cap 6-7 lmgs per team
Limit one lmg per squad
Limit minimum 4 men per squad requirement to pick up lmg kit
Limit no repeat request for lmg kit for 3-5 minutes after one member has been granted request for lmg
This will ensure:
Assuming a server of 30-32 players per team, we have around 5 teams if 6 infantry max. This ensures each team can have one lmg. Give or take two extra lmgs incase some squads want to play with smaller numbers (behind the lines inflitrations squads) so you have that option
One lmg per squad (duh)
Squad must be 4 men or above (no one man lmg squads)
3-5 minutes limit on lmg request for whole squad after one member is granted request (to prevent dropping of kits and thus fooling quartermaster system into granting another lmg to squad) -> ofcourse, 3-5 minutes later that squad could try again, but by then any squad that wanted a lmg would have had first dibs.
Using the lmg example, here is perhaps a relatively (but not completely) foolproof idea:
Limit cap 6-7 lmgs per team
Limit one lmg per squad
Limit minimum 4 men per squad requirement to pick up lmg kit
Limit no repeat request for lmg kit for 3-5 minutes after one member has been granted request for lmg
This will ensure:
Assuming a server of 30-32 players per team, we have around 5 teams if 6 infantry max. This ensures each team can have one lmg. Give or take two extra lmgs incase some squads want to play with smaller numbers (behind the lines inflitrations squads) so you have that option
One lmg per squad (duh)
Squad must be 4 men or above (no one man lmg squads)
3-5 minutes limit on lmg request for whole squad after one member is granted request (to prevent dropping of kits and thus fooling quartermaster system into granting another lmg to squad) -> ofcourse, 3-5 minutes later that squad could try again, but by then any squad that wanted a lmg would have had first dibs.
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Copy_of_Blah
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Oberstafuhrer
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00SoldierofFortune00
- Posts: 2944
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If there is a system to assign each squad a specialty weapon, then they deffinately should be able to be requested everytime, even if the person dies too quickly.
Ex. 1 LMG per squad and if he dies, then he can request it again right after
The only things that need a time limit for respawn are snipers and DMRs
Ex. 1 LMG per squad and if he dies, then he can request it again right after
The only things that need a time limit for respawn are snipers and DMRs
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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{9thInf}GunnyMeyer
- Posts: 164
- Joined: 2006-08-15 02:31
I just say you do it like this either no limit or find a way to put in the per squad capita of 2 in a squad. L-AT is more effective in my mind than the H-AT kit when used correctly. I have had one squad with no support kill 2 T-90s and 2 APCs all within 3 minutes with only 2 L-at men and very minimal loss of life no my side(maybe 4 deaths for all 6 men). You limit the squad to a team basis then I will say it again, you will be killing the infantry squad.
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MADTKBOY
- Posts: 76
- Joined: 2007-02-24 22:29
Well, considering eggs gave us the little wink there, I think we shouldn't have much to fear about the one squad with all the L-AT problem =p
Me personally I find the most annoying problem is the one squad 3 lmgs...but I assume if the devs can do something about the L-ATs, all the other limited kits will see a fixing soon enough
Me personally I find the most annoying problem is the one squad 3 lmgs...but I assume if the devs can do something about the L-ATs, all the other limited kits will see a fixing soon enough






