more hat availibity
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viper759
- Posts: 78
- Joined: 2008-10-14 00:12
more hat availibity
i was talking to an army friend who i just recently got playing PR and he brought up how infantry in the real world has ALOT more anti-armor assets. hence why tanks in the real world dont go places without infantry.
when you look at the numbers it makes sense imho to increase the number of hats in use, armor should need infantry just as infantry needs armor. a tank / apc costs millions , a mostly dumbfire anti-tank round costs a few thousand.
when you look at the numbers it makes sense imho to increase the number of hats in use, armor should need infantry just as infantry needs armor. a tank / apc costs millions , a mostly dumbfire anti-tank round costs a few thousand.
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random pants
- Posts: 205
- Joined: 2007-04-21 21:48
Re: more hat availibity
I agree with you, but I don't expect it to happen, at least not with the HAT kits. It's just that there are too few people per team to warrant more than 2 per side.
2 other solutions...
Shorten the HAT respawn time
Make HAT requestable from rally points (would love to see this)
Now, I definitely think we need more LAT's (max 3), but that's a different story...
2 other solutions...
Shorten the HAT respawn time
Make HAT requestable from rally points (would love to see this)
Now, I definitely think we need more LAT's (max 3), but that's a different story...
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viper759
- Posts: 78
- Joined: 2008-10-14 00:12
Re: more hat availibity
there are enough people to warrant more than 2 tanks / apcs per side, why not more hats?random pants wrote:I agree with you, but I don't expect it to happen, at least not with the HAT kits. It's just that there are too few people per team to warrant more than 2 per side.
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
Re: more hat availibity
Reality
In a Bradley mechanised platoon there are three squads with 9 men, vehicles crews, a platoon leader and four Bradley Fighting Vehicles (Source: FM 3-21.71 Chapter 1). In total there are about 40 people. Each squad has one "CLU" (the reusable sight for the Javelin anti-tank weapon system). Assuming that each Javelin gunner has an assistant gunner with one round at the ready and say there are one or two extra rounds stowed in each vehicle then you have three people with the "H-AT" and 3 (ready) + 4 to 8 (stowed) Javelin missiles.
In-game
Now in PR we only have a team of up to 32 people. If there are 9-24 people on the team then you can request one H-AT kits and if there are 25-32 people on the team you can get request two H-AT kits.
In my opinion it's a good balance when compared to reality
In a Bradley mechanised platoon there are three squads with 9 men, vehicles crews, a platoon leader and four Bradley Fighting Vehicles (Source: FM 3-21.71 Chapter 1). In total there are about 40 people. Each squad has one "CLU" (the reusable sight for the Javelin anti-tank weapon system). Assuming that each Javelin gunner has an assistant gunner with one round at the ready and say there are one or two extra rounds stowed in each vehicle then you have three people with the "H-AT" and 3 (ready) + 4 to 8 (stowed) Javelin missiles.
In-game
Now in PR we only have a team of up to 32 people. If there are 9-24 people on the team then you can request one H-AT kits and if there are 25-32 people on the team you can get request two H-AT kits.
In my opinion it's a good balance when compared to reality

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evya
- Posts: 207
- Joined: 2008-08-17 11:21
Re: more hat availibity
i just prefer one more lat+lat do little more damage to armor in front/sides
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Waaah_Wah
- Posts: 3167
- Joined: 2007-07-26 13:55
Re: more hat availibity
You mean like in a "tank"?
Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity
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Killing for peace is like f*cking for virginity
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AREM117
- Posts: 134
- Joined: 2008-08-29 04:03
Re: more hat availibity
APCs are already very underpowered vs H-AT so i don't think they should add any more. But i do find it very annoying when a vodnik rolls up and the other squads took all the L-AT kits. They should add some kind of weaker L-AT that can be requested by the squads who dont have L-AT. Maybe use a M72 LAW or something like that.
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Waaah_Wah
- Posts: 3167
- Joined: 2007-07-26 13:55
Re: more hat availibity
^^Err, dont you think that HAT should kill APCs in one shot..?
Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity
I
Jaymz
Killing for peace is like f*cking for virginity
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IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14
Re: more hat availibity
+1 LAT per team maybe and its perfect for me. Too many HATs make APCs worthless.



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markonymous
- Posts: 1358
- Joined: 2007-10-25 05:20
Re: more hat availibity
the respawn time should be shortened for all the kits IMO, too many times are ALL and i mean ALL the kits taken not a single one you can request especially not the one you need. I don't thing i've been able to get an automatic riflemen more then twice since the release of 0.8, the automatic riflemen should be available 1 per squad anytime.

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Dude388
- Posts: 404
- Joined: 2008-07-21 21:15
Re: more hat availibity
random pants wrote: Shorten the HAT respawn time
This works for me, just by how much are you suggesting?
Make HAT requestable from rally points (would love to see this)
I think Ghost1800 pretty much summed up my thoughs on this.
I've shot APC's and AAV's with HAT rounds and they've gone down in one shot (even from the front, though I always aim for the side or back)Waaah_Wah wrote:^^Err, dont you think that HAT should kill APCs in one shot..?
Last edited by Dude388 on 2008-11-05 16:33, edited 1 time in total.
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fubar++
- Posts: 248
- Joined: 2007-07-08 17:04
Re: more hat availibity
Some guidelines I would like to see in PR regarding this topic:
1. Increase the spawn penalty if you get killed. It has direct correlation to real world, where it is, well, you know, a long time. Survivors will be rewarded, those who play foolish or are unlucky will be not.
2. Reduce artificial rules. In this case it would be large delay for special kits. They are already very limited resource, so why limit them twice as much? It is also the whole team that suffers some numb-nut blowing himself up with a HAT, not just that individual.
Of course this is only my opinion and it is up to your, or say Devs, personal preferences which way you/they like it.
1. Increase the spawn penalty if you get killed. It has direct correlation to real world, where it is, well, you know, a long time. Survivors will be rewarded, those who play foolish or are unlucky will be not.
2. Reduce artificial rules. In this case it would be large delay for special kits. They are already very limited resource, so why limit them twice as much? It is also the whole team that suffers some numb-nut blowing himself up with a HAT, not just that individual.
Of course this is only my opinion and it is up to your, or say Devs, personal preferences which way you/they like it.
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CodeC.Seven
- Posts: 303
- Joined: 2007-11-24 01:57
Re: more hat availibity
Now this is going to far... Its a game a computer game what you want? a 5 minuten spawn time? i think arround 50 seconds is already hard enough... If you kill a civillian its above 1 minute... PR should not go to far with the spawn times...fubar++ wrote:Some guidelines I would like to see in PR regarding this topic:
1. Increase the spawn penalty if you get killed. It has direct correlation to real world, where it is, well, you know, a long time. Survivors will be rewarded, those who play foolish or are unlucky will be not.
2. Reduce artificial rules. In this case it would be large delay for special kits. They are already very limited resource, so why limit them twice as much? It is also the whole team that suffers some numb-nut blowing himself up with a HAT, not just that individual.
Of course this is only my opinion and it is up to your, or say Devs, personal preferences which way you/they like it.
-Sig removed-
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fubar++
- Posts: 248
- Joined: 2007-07-08 17:04
Re: more hat availibity
Why it shouldn't? This is obviously an opinion too but it would be more usefull with some line of argument.CodeC.Seven wrote:Now this is going to far... Its a game a computer game what you want? a 5 minuten spawn time? i think arround 50 seconds is already hard enough... If you kill a civillian its above 1 minute... PR should not go to far with the spawn times...
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viper759
- Posts: 78
- Joined: 2008-10-14 00:12
Re: more hat availibity
with that math we should have more hats, because often there are 3 to 4 APCs. so we have more APCs than a real life platoon would have have and less Hats than they would have. also the javelin system can have a target 'painted' meaning you need less of them than old system because the person using it doesnt need line of sight to the armor threat.'[R-CON wrote:nedlands1;840996']Reality
In a Bradley mechanised platoon there are three squads with 9 men, vehicles crews, a platoon leader and four Bradley Fighting Vehicles (Source: FM 3-21.71 Chapter 1). In total there are about 40 people. Each squad has one "CLU" (the reusable sight for the Javelin anti-tank weapon system). Assuming that each Javelin gunner has an assistant gunner with one round at the ready and say there are one or two extra rounds stowed in each vehicle then you have three people with the "H-AT" and 3 (ready) + 4 to 8 (stowed) Javelin missiles.
In-game
Now in PR we only have a team of up to 32 people. If there are 9-24 people on the team then you can request one H-AT kits and if there are 25-32 people on the team you can get request two H-AT kits.
In my opinion it's a good balance when compared to reality
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random pants
- Posts: 205
- Joined: 2007-04-21 21:48
Re: more hat availibity
Dude, just give it up...
Nobody wants more HAT's in the game, especially the DEV's.
Maybe another LAT or two, but that's it.
What they really should do is give HAT back his second rocket, as well as AA for that matter.
In the giant nerf-fest that is .8, HAT was silently murdered when the second rocket was taken.
Give HAT back his second rocket, and I think your problem will be solved. One dude will be able to take out a tank again, but there won't be HAT's all over the map.
Nobody wants more HAT's in the game, especially the DEV's.
Maybe another LAT or two, but that's it.
What they really should do is give HAT back his second rocket, as well as AA for that matter.
In the giant nerf-fest that is .8, HAT was silently murdered when the second rocket was taken.
Give HAT back his second rocket, and I think your problem will be solved. One dude will be able to take out a tank again, but there won't be HAT's all over the map.
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: more hat availibity
HAT is fine as it is, just dont f it up when you have it. You have hat you try to stay alive till its needed, you dont go in rushing with your rifle on full auto.
Maybe HAT gunners should organize in an AT-Team with engineers laying mines to get the tank to stop so you can shoot it in the rear with no probs, or at least HAT gunners should detach from their squad and take the HAT where it is needed.
Just consider how powerfull it is, you can hide and if you use the HAT the enemy armor is gone you have 3 of those and they are reloadable.
HOWEVER Hat kits shouldnt be tied to the number of people playing, but the type of map that is on. If you have only one HAT on Fools road because only 20 people are on the server you are royally screwed, unless somebody coordinates 2 apcs to pop up in the back of the armor.
I disagree on giving the HAT 2 rounds. On fools road I was able to take out 2 tanks with 2 rounds. On Tank heave maps like Kashan Infantery is hard enough to spot. If the tank is far and away leave it to your armor or Air support to take out that tank. If a HAT player hides well enough he shouldnt have a hard time to ambush a tanke either.
and they are getting better and better at it. Eventually the military will have the ability to call in a rocket from a remot battery which automatically acquires the target, if you hear the engine sound all you have to do is dial up and feed the rocket where you are, as it approaches it automatically identify the target and takes it out, without any soldiers ever having to set an eye on the armor. But do you want to implement that ?
Maybe HAT gunners should organize in an AT-Team with engineers laying mines to get the tank to stop so you can shoot it in the rear with no probs, or at least HAT gunners should detach from their squad and take the HAT where it is needed.
Just consider how powerfull it is, you can hide and if you use the HAT the enemy armor is gone you have 3 of those and they are reloadable.
HOWEVER Hat kits shouldnt be tied to the number of people playing, but the type of map that is on. If you have only one HAT on Fools road because only 20 people are on the server you are royally screwed, unless somebody coordinates 2 apcs to pop up in the back of the armor.
I disagree on giving the HAT 2 rounds. On fools road I was able to take out 2 tanks with 2 rounds. On Tank heave maps like Kashan Infantery is hard enough to spot. If the tank is far and away leave it to your armor or Air support to take out that tank. If a HAT player hides well enough he shouldnt have a hard time to ambush a tanke either.
Well this is still a game. Modern military is basically a bunch of haxorz and cheatersviper759 wrote:with that math we should have more hats, because often there are 3 to 4 APCs. so we have more APCs than a real life platoon would have have and less Hats than they would have. also the javelin system can have a target 'painted' meaning you need less of them than old system because the person using it doesnt need line of sight to the armor threat.
Last edited by Cassius on 2008-11-05 19:54, edited 2 times in total.
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cptste el_74
- Posts: 152
- Joined: 2005-11-16 13:22
Re: more hat availibity
That's all very well. Except when the US side (on Muttrah city for e.g) still get 2 APC's and can freely rove around destroying everything. That's if the Cobra hasn't already done it! Reload the hat you say? Yep, that's fine if the APC's are not roving around together, then the HAT carrier get's blown away and 10 more mins for another HAT[R-CON]nedlands1 wrote:
Now in PR we only have a team of up to 32 people. If there are 9-24 people on the team then you can request one H-AT kits and if there are 25-32 people on the team you can get request two H-AT kits.
In my opinion it's a good balance when compared to reality
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cptste el_74
- Posts: 152
- Joined: 2005-11-16 13:22
Re: more hat availibity
That's because most idio..... people.... take all the kits without needing them. The basic rifleman kit is actually my favourite. It's a good all round balance between firepower and usefulness. How many times have you built a firebase, just to see 8 other people on your team spawn there and all stand there taking the special kits. Special kits, should be just that - special. What's wrong with only using them when needed?markonymous wrote:the respawn time should be shortened for all the kits IMO, too many times are ALL and i mean ALL the kits taken not a single one you can request especially not the one you need. I don't thing i've been able to get an automatic riflemen more then twice since the release of 0.8, the automatic riflemen should be available 1 per squad anytime.
It's really annoying actually... but I've kind of gotten used to it now and I make do with what I've got.

