Mescaldrav wrote:Slowing the missile down will also make HAT gunners attack the rear more, as if you have to stay up to guide a slower missile and the tank has seen you, you stand a good chance of being co-axed before the missile gets near the tank.
Indeed, and that's exactly the point that we're going for here. To encourage the players to use tactics and teamwork to assault enemy armor from a particular point otherwise known as "shot location" is the focus of all infantry combat. Infantry is significantly more capable of getting behind enemy armor in areas that offer a high amount of cover, such as cities and wooded areas, that is thier true advantage. Of course this is not always possible of occuring such as while playing Kasahan Desert. But there's nothing you can do about that as that is simply the nature of the beast.
Besides Heavy Anti-Tank is very deadly piece of equipment, but even that needs to come at a price. As it is currently, Heavy Anti-Tank travels at such a high velocity it can reach it's maximum range of 600 meters in less than 1.5 seconds. The only realistic missle that should fire off like that is Light Anti-Tank.
Light Anti-Tank:
AT-4 and the
RPG-7
<Note: Take note that there is very little to no smoke for the backblast effect. Also note that there is no smoke trailing either of the 2 projectiles as they head for thier targets. Very different than what's currently depicted in our PR gaming experience.>
Heavy Anti-Tank:
SRAW and the
Eryx Anti-Tank Missle
<Note: Take note that the Eryx flies significantly slower than what is shown in PR, but it's clear that the SRAW also operates on completely different principles aswell. These 2 missle systems are significantly different from eachother, but keep in mind that we have to work with what we have. Meaning that it is a must that a standardized median between speed, firepower and guidance must be established. Because in reality not all things are created equal, but for gameplay dynamics this must be fair for both teams as much as permissable.>
The refined Eryx by Mascaldrav: (Original thread is found
here.)
Improved PR Eryx (Video One),
Improved PR Eryx from the Optic Sight (Video Two),
Improved PR Eryx with Thrust Vectoring Appearance (Video Three).
<Note: Special thanks to Mescaldrav for fine tuning the Eyrx. I would highly recommend reducing the smoke trail to just the faintest haze as seen in the live video above. Also to appease the developers I'd recommend keeping the optical sights the standard 1x zoom. Maybe one day well be able to see this in an upcoming patch sometime, wouldn't that be nice humm?>
Also, Heavy Anti-Tank should be threatened by the same things it's capable of attacking. Keep in mind that Heavy Anti-Tank isn't a suit of god armor, it's just a normal soldier carrying some serious equipment into battle. Thusly making him vulnerable to the very same things any other infantrymen has to deal with... Enemy armor and snipers though are a Heavy Anti-Tank gunners biggest concern, and it should be.