ANTI-TANK kit SOP

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KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

ANTI-TANK kit SOP

Post by KingKong.CCCP »

I started this thread cos I have no clue how to use this kit properly... Just to make things clear YES I'm aware of those yellow thingies that are kinda locking, and I know it takes something like 30 secs to arm it and everything... but I can't find ANY decent standard operative procedure on how to use this new HAT the way it is ment to be used.



Is there anyone who spent some time using the kit, who can tell us how to use it, Project Reality style?


Regarding the question, I need clearification on:
- damage,
- missile drop (200-300m), what about it?
- locking (there is a weird lock, what does that mean?)
- effective range
- yellow arcs (when is it safe to fire, do you have to wait for yellow markers to get inside black circle, or can you fire the missile earlier?)
- fireing the missile from jeep (seems to take less time for yellow "lock"?)


If you're a noob, like if you played this mod for less then 200 hours, please do not post anything.
b_black69
Posts: 17
Joined: 2008-03-11 15:15

Post by b_black69 »

Well here goes. I've used the HAT kit off and on since .6 beta, so I've picked a few things up.



To answer your questions first:
1. HAT missiles will kill tanks in 2 hits, everything else in 1 hit. They also have splash damage in a roughly 10m radius from the impact.
2. The missile drops because the motor on it has not engaged yet. The motor engages at 300m and you will see the rocket become guidable. It will follow your commands at this point. Before the motor engages, the rocket acts as a dumbfire weapon.
3. The missile does not lock onto anything. The yellow crosshairs you see are the deviation markers for your shot.
4. The HAT missile is effective to as far as you can make the shot. Its termination range is far beyond any view distance on any map you will ever see. However, very few people are able to engage targets effectively at beyond 700m. (I being one of the few :) )
5. The yellow markers show the limit of areas where you rocket will fire. So if you are taking a far shot (400m+) you dont have to wait for them to completely close as you will be able to guide and correct your shot while it's in the air. However if you engage targets inside the dumbfire range, you had better wait until the deviation has stabilized. If the deviation markers are too wide, then there is a possibility the missile will fly right into the ground infront of you.
6. Firing takes less time because their is no movement penalty for setting up the rocket, so the only deviation that is given is your crosshair movement deviation. However be careful of firing the HAT from vehicles, as the backblast can damage your vehicle. ( I had a friendly chopper taken down because a tard fired a Hat from it.)

As a HAT you will be relying on your squad quite a bit more, because they will have to protect you while you set up, and resupply you after you fire. Your primary focus is enemy armor, and as such you should almost always have the missile luancher out and primed to fire. It is your squadmates responsibility to engage and distract infantry. (Of note, don't HAT snipe!; ie engage lone or small groups of infantry in the open with your missile.)

You can't fire the HAT missile effectively while prone, so you have to be willing to crouch or stand to take your shot.

The key to succesfully engaging armor is to have it distracted. It still takes 10-15 seconds to stabilize the crosshairs to fire, and you will be exposed the entire time, so a distraction is key. AFter you have fired, run immediately to cover, and manuevre to another position to fire.

One more thing as I ramble on, don't take the HAT kit unless you and your squad know that you definitely need it for a specific reason. It sucks for your team if one of the squads is engaging an enemy tank only to find that the HAT kit for you team has already been taken.

Hope this helps in some small way.
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