HAT Kit, Overpowered.

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Mastatschief
Posts: 50
Joined: 2007-08-09 15:52

Re: HAT Kit, Overpowered.

Post by Mastatschief »

so maybe next time it will be me shooting you down in your choppa, you are just one out of 95% of all the pilots who get easily killed by H-AT. i mean its the majority so you must be right :roll:

i just dont like the 5% of pilots which only attack when they got a target, moving in from very high height. i can tell you, you have no chance to get them with H-AT.

but hovering good visible from the ground looking for targets just tells me like a banner on your tail: " kill me kill me"
At the hight we were at, 650m, We were touching the tops of the clouds. Any higher, and we'd be shooting blind.
i cant believe that because you were fully visible from the ground. i also saw pilots shooting targets when they appeared as a silhouette.
Last edited by Mastatschief on 2008-06-12 00:21, edited 1 time in total.
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Re: HAT Kit, Overpowered.

Post by Wolfe »

Drake wrote:Make it impossible to reload from ammo bag. Then its perfect IMO
impossible to do. hardcoded.
Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: HAT Kit, Overpowered.

Post by Cobhris »

gclark03 wrote:It's an Anti-Tank (AT) kit, not an Anti-APC (A-APC) kit. If we try to balance HAT against APCs, we'll only make them useless against tanks. Instead, the best course of action is to remove HAT on maps without tanks.
Isn't the purpose of an anti-tank weapon to take out any sort of hostile armored vehicle? According to wiki, they are designed to destroy tanks and other armored vehicles. Last I checked, APCs are ARMORED Personnel Carriers so they fit into the "armored vehicle" category, and ingame they aren't exactly easy to kill without AT weapons. Infantry squads would have to either be all AT riflemen or rely on tanks to provide them with effective protection from APCs.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: HAT Kit, Overpowered.

Post by zangoo »

Wolfe wrote:impossible to do. hardcoded.
umm why, iirc there are 9 ammo types, you could just make it use on of the un-used ammo types, this is why planes dont reload from ammo bags.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: HAT Kit, Overpowered.

Post by Alex6714 »

Sirsolo wrote:Ever gunned for a helicopter? At the hight we were at, 650m, We were touching the tops of the clouds. Any higher, and we'd be shooting blind. At that hight, the gunner has to zoom in to see most things. At that high, us, "not moving" were moving slightly. Even small movments like this are not easy to compensate for, and moving side to side is not an option if you'd like to hit anything. My job as the pilot was not to dodge things that arnt supposed to hit us, it was to dodge AA, which would tone us. a HAT was not, and should not be, under things that would hit me that high up.
So it was not my fault.

~Sirsolo

Well everyone knows me, I like to fly alot so I have spent alot of time flying in PR and I have never been taken down in an attack heli by a heavy AT. I have had a rocket come close once, but I have never died from one. You have to be doing something wrong to be hit by a HAT at that alt.

Maybe the your gunner can´t see targets very well or you pilot hovers in the same place for 30 mins? I don´t know.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

Re: HAT Kit, Overpowered.

Post by Antonious_Bloc »

Not only that, but a tank will always survive the first hit and can simply drive away if it can't locate the H-AT and co-axle him to death.
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Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: HAT Kit, Overpowered.

Post by Sgt. Mahi »

Yet another pilot whining about they are getting shot down...

The only heroes are the infantry that capture the flags, making sure that you win the game.
Peace is that brief glorious moment in history when everybody stands around reloading
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: HAT Kit, Overpowered.

Post by gclark03 »

It's easy to punish HAT for being good at its job, but we should instead explore things like: giving Rifleman AT more power (enough to kill the crew inside an APC and disable the engine or turret), allowing up to 10 Rifleman AT kits in use at any given time, increasing draw distance so that attack helos don't have to hover in plain sight, giving only the iron sights rifleman an ammo bag capable of reloading HAT, and removing the HAT kit on maps where they're all but superfluous.
Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

Re: HAT Kit, Overpowered.

Post by Antonious_Bloc »

gclark03 wrote:It's easy to punish HAT for being good at its job, but we should instead explore things like: giving Rifleman AT more power (enough to kill the crew inside an APC and disable the engine or turret), allowing up to 10 Rifleman AT kits in use at any given time, increasing draw distance so that attack helos don't have to hover in plain sight, giving only the iron sights rifleman an ammo bag capable of reloading HAT, and removing the HAT kit on maps where they're all but superfluous.
You want 1/3 of the team carrying AT kits?
Last edited by Antonious_Bloc on 2008-06-12 19:31, edited 1 time in total.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: HAT Kit, Overpowered.

Post by gclark03 »

Antonious_Bloc wrote:You want 1/3 of the team carrying AT kits?
It would allow every infantry squad to have one Rifleman AT. Squad limitations would prevent it from getting unreasonable, remember.
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bad_nade
Support Technician
Posts: 1500
Joined: 2008-04-06 18:26
Location: Finland

Re: HAT Kit, Overpowered.

Post by bad_nade »

gclark03 wrote:It would allow every infantry squad to have one Rifleman AT. Squad limitations would prevent it from getting unreasonable, remember.
Ingame already. Rifleman AT can be requested from a rally point, thus every squad can have one.
Sirsolo
Posts: 185
Joined: 2008-04-07 01:06

Re: HAT Kit, Overpowered.

Post by Sirsolo »

"i just dont like the 5% of pilots which only attack when they got a target, moving in from very high height. i can tell you, you have no chance to get them with H-AT.

but hovering good visible from the ground looking for targets just tells me like a banner on your tail: " kill me kill me""

If you're trying to get Helis with a HAT, You're doing something wrong.
I only move into certain positions for targets, otherwise Im at 650m with my gunner barely seeing the edge of the flag.
I dont hover looking for targets. My gunner (from what I remember) took out 2 tanks, and I was hanging around till he said it was confirmed.

"Maybe the your gunner can´t see targets very well or you pilot hovers in the same place for 30 mins? I don´t know."

If you see me hovering for 30 min, Kick me. =_=

"Yet another pilot whining about they are getting shot down...

The only heroes are the infantry that capture the flags, making sure that you win the game."

Until a tank comes and kills all of you. Or an enemy bunker at the flag you're trying to take. Or an enemy heli. Or maybe even a skilled sniper. Then us whining pilots get to save your heroic asses. <3
Grizzly
Posts: 106
Joined: 2008-04-10 05:38

Re: HAT Kit, Overpowered.

Post by Grizzly »

Unless that Infantry adapts and overcomes like Marines should, a smart Squad Leader can manage his squad to deal with any situation even choppers, not one asset wins the battle its a team effort so saying what you said was not very smart and kinda steering away what PR is about.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: HAT Kit, Overpowered.

Post by Tirak »

Out of Idle curiosity, considering I've already thrown my two cents in, who shot you down? Even if you're hovering, it's hard to hit air targets with the H-AT, at least in my experiance.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: HAT Kit, Overpowered.

Post by gclark03 »

I've already thrown in a gold dollar, and there are still more coins for me to throw in, but I'll give it a break.

It's easier to hit a hovering helicopter than a tank with HAT because there are no trees in the way, and the helicopter is almost never going to see the person with the HAT kit before the helo is blown out of the sky.
bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Re: HAT Kit, Overpowered.

Post by bosco_ »

Still, 600m is very high, the gunner has to use his zoom to see movement on the ground, I wonder how somebody hits a chopper that high with a H-AT, it should only be a dot (at max).
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: HAT Kit, Overpowered.

Post by Bringerof_D »

yeah i agree with tirak there if you're flying so slow and and in open areas where a HAT can hit you you really need to rethink you're game play

not to mention i've had people sniping at me and my squads with HAT all the time and it doesnt bug the guys i play with, we just re treat regroup and flank the guy. if you know when to keep your head down HAT is really no problem for an infantry man
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: HAT Kit, Overpowered.

Post by Bringerof_D »

Sirsolo wrote:Ever gunned for a helicopter? At the hight we were at, 650m, We were touching the tops of the clouds. Any higher, and we'd be shooting blind. At that hight, the gunner has to zoom in to see most things. At that high, us, "not moving" were moving slightly. Even small movments like this are not easy to compensate for, and moving side to side is not an option if you'd like to hit anything. My job as the pilot was not to dodge things that arnt supposed to hit us, it was to dodge AA, which would tone us. a HAT was not, and should not be, under things that would hit me that high up.
So it was not my fault.

~Sirsolo

The taliban and alqeida(not sure on spelling) have been pickin things outa the sky for years with RPGs. just because a certain weapon isnt designed to do a job doesnt mean it cant do it. for example the first anti aircraft guns were just feild artillery peices firing timed air burst shells upwards.

not to mention in real life the taliban and alqeida have to deal with recoil, an arking flight path, moving targets, possible manufacturing defects on there weapons, and hundreds of other variables.
so if a guy cant hit a sitting target at 600+ meters with a GUIDED shell, he's pretty useless. and its hard enough as it is in game
ChaosSound
Posts: 51
Joined: 2008-04-23 04:10

Re: HAT Kit, Overpowered.

Post by ChaosSound »

this whole thread makes me lol
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