LeadMagnet wrote:All these complaints can be reproduced in any of the threads on snipers/aircraft/armor etc. (ie. Something killed you, let's nerf it!).
The proposed changes are utterly ridiculous for a system that is already far underpowered to it's real life counterpart. An ERYX can take out any main battle tank in the world....in one hit. It's an optically guided munition that somehow gives the targeted vehicle a lock-on warning???
I agree with the damage output and lockon warning. The problem is that you can't increase the damage with the current method of reloading otherwise everyone would agree that the HAT would then become a portable nuke that would unbalance the game more than it already is.
The proposed changes aren't a "nerf" or due to "whining". They are legitimate concerns about a weapon that, as you pointed out, does not match its real-life counterpart. To that end, the HAT should:
- Increase damage to tanks. 1 hit kill to side, rear, and top.
- Add a rifle to the HAT kit loadout.
- Remove the "lockon" warning that armor sees when targeted by a HAT
- Reduce the AOE damage effect against infantry. The HAT is a kinetic/heat round. Although it has an explosive charge, it is designed to focus that explosion forward, followed by kinetic energy to drive the projectile through the armor. It does not explode in a radius around the target. (This also goes for the HEAT version of tank rounds, but that's another story.)
- Restrict ammunition sources.
The HAT then becomes more true to its real-life counterpart; deadly, portable, functional.... not a semi-automatic nuke launcher.
But the HAT isn't the only thing that makes the game arcade-like in its current form. Combat is too fast and transportation is too slow. Solo tanking, hyper accurate small arms, fast SL/APC spawning, slow vehicle spawning, and near limitless field ammo all contribute to the gamey-ness of the mod.
It's not enough to look at just one aspect then say "all the whiners are causing my weapon/vehicle to be nerfed". Look at each as part of the whole mod experience and ask yourself, "do I want the mod to be a run'n'gun shooting gallery or tactical movement/combat experience?"