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Re: more hat availibity

Posted: 2008-11-05 20:40
by Caboosehatesbabies
cptste el_74 wrote: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 :(
As an APC driver who tears around Muttrah, I would like to give you an idea for taking us down.

Mines are your friend. Grabbing a supply truck and putting a few mines in blind spots (IE just around bends or corners, on ramps, in grass) works wonders, yet I have an easy time because people either don't use them, or plant them in obvious spots.

Also, Spec-ops can be good too. Planting C4 in certain spots almost guarentees that the APC will drive by, and one charge close enough is enough to take it down.

Re: more hat availibity

Posted: 2008-11-05 21:17
by fubar++
cptste el_74 wrote: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?

It's really annoying actually... but I've kind of gotten used to it now and I make do with what I've got.
People are hardcoded, game logic isn't... well for some point. So if you blame people doing stupid things it won't change much, they will learn when they are ready for it. But by modificating game environment you can make it fluent for most people, or you can cause lot of confusion and conflicts.

People in PR like these special kits, obviously, because they can be powerfull weapons and... are special. PR is still a game, altough sometimes so realistic that you just forget it, and form of spending time. You can't lay too much frustration on people in such environment or it will start loosing its popularity. That's why we have these opportunities for conversations and suggestions: to improve the game, not the people around it.

Re: more hat availibity

Posted: 2008-11-05 22:01
by Waaah_Wah
random pants wrote: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.
Nah, just get some guy with an ammo bag to tag along. 1 Ammo bag = 1 rocket

Re: more hat availibity

Posted: 2008-11-05 22:09
by CodeC.Seven
fubar++ wrote:Why it shouldn't? This is obviously an opinion too but it would be more usefull with some line of argument.
Easy thing... Everyone would leave the server... No one got fun to wait 5 or more minutes till you can spawn again... And what happens if you got a spawn camper on a FB or Rally...

Re: more hat availibity

Posted: 2008-11-06 00:58
by badmojo420
cptste el_74 wrote: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?

It's really annoying actually... but I've kind of gotten used to it now and I make do with what I've got.
So...you want everyone to run with rifleman or engineer and when that vodnik comes around the corner we should send a guy back, god knows how far, to the firebase, so he can request a LAT or HAT? Then come back and shoot it?

I feel differently. I think all the special kits should be used at all times. In compliance with the squad leaders orders, of course. We don't want to see 2 snipers running around in an infantry squad.

On topic, i think that if we added some more LAT or HAT kits, it could justify adding in that 14.5mm vodnik and maybe a mk19 humvee?? I can only hope.

Re: more hat availibity

Posted: 2008-11-06 01:16
by Waaah_Wah
As M.Warren once (wisely) said, there is too many "requestable" kits in a PR squad compared to an RL squad.

In 0.7 we often had pretty much 4 or 5 requestable kits in each squad. Now we finally have some riflemen.

Re: more hat availibity

Posted: 2008-11-06 02:37
by WildBill1337
they need more LATs, and they need to make the LAT more effective against rear MBT armor. 5 shots to the rear of a tank to kill is a bit much.

Re: more hat availibity

Posted: 2008-11-06 02:43
by mustardParty
Colonelcool125 wrote:Actually, more than one. At least three in my experience.
TOTALLY

Ammo bags are notoriously unreliable at resupplying the thing you need (usually a bandage or an AT round). If you've used just one clip your ammo bag will POOF! as you try to resupply your round and the bag tries to resupply your clip and the AT round - you'll get the clip but never the AT round.

This isn't really the devs' fault or anything - we know there is no way to resupply selectively - it's a limitation of the system.

My personal and favorite solution for availability of assets like HAT, and even choppers and armor is to REQUIRE the CO to approve allocation of those assets like the old build system - but SL's can only request these assets at the appropriate locations, like now (CP, firebase, ect). Keeps 'tards from requesting 'cool kits' (SNIPER anyone?) just cus - give the SL's control of their squad make up (no lamers joining a full squad just to request the sniper kit then ditching the squad) - plus it gives the team a consequence for not having a CO - no CO, no Armor, Air, Special Kits, ect. You can keep everything about infantry Anti Tank kits the same if you just add this layer.

Thoughts?

Re: more hat availibity

Posted: 2008-11-06 05:01
by nedlands1
viper759 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.
Recount it. There are four Bradley fighting vehicles in a real life US Army mechanised platoon versus 0-4 in-game. We have less or equal number of APC's/IFV's compared to reality, less people then reality (32 vs 40) and less H-AT kits which makes sense.

Re: more hat availibity

Posted: 2008-11-06 05:18
by bigpimp83
id rather see more light at kits than hat kits. i have ran into so many problems with apcs just pining down the whole squad just because all the lat are gone

Re: more hat availibity

Posted: 2008-11-06 05:34
by Caboosehatesbabies
Colonelcool125 wrote:Actually, more than one. At least three in my experience.
mustardParty wrote:TOTALLY

Ammo bags are notoriously unreliable at resupplying the thing you need (usually a bandage or an AT round). If you've used just one clip your ammo bag will POOF! as you try to resupply your round and the bag tries to resupply your clip and the AT round - you'll get the clip but never the AT round.

This isn't really the devs' fault or anything - we know there is no way to resupply selectively - it's a limitation of the system.


My personal and favorite solution for availability of assets like HAT, and even choppers and armor is to REQUIRE the CO to approve allocation of those assets like the old build system - but SL's can only request these assets at the appropriate locations, like now (CP, firebase, ect). Keeps 'tards from requesting 'cool kits' (SNIPER anyone?) just cus - give the SL's control of their squad make up (no lamers joining a full squad just to request the sniper kit then ditching the squad) - plus it gives the team a consequence for not having a CO - no CO, no Armor, Air, Special Kits, ect. You can keep everything about infantry Anti Tank kits the same if you just add this layer.

Thoughts?
Blue text first.

You are both wrong, I point you to this.
https://www.realitymod.com/forum/f138-i ... post836359

Read it!



Red text:

In a word. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

What if some idiot says, "NO ONE GETS KITS BUT MY BUDDY MR. L337McPWN3YPANTS" and gets commander before anyone else? Your team is SCREWED! The kit system works as well as it can right now without giving 1 person a way to screw over the whole team.

Re: more hat availibity

Posted: 2008-11-06 05:37
by Solid Knight
Can't an AT4 defeat an MBT's armor?

Re: more hat availibity

Posted: 2008-11-06 06:00
by bigpimp83
i guess if you find a sweet spot it could

Re: more hat availibity

Posted: 2008-11-06 06:12
by Solid Knight
No, I mean in real life. I've seen plenty of videos of it blowing the **** out of tanks.

Re: more hat availibity

Posted: 2008-11-06 07:18
by fubar++
CodeC.Seven wrote:Easy thing... Everyone would leave the server... No one got fun to wait 5 or more minutes till you can spawn again... And what happens if you got a spawn camper on a FB or Rally...
You don't say much: you don't like the idea, because people wouldn't like the idea. And where did you get that 5 minutes?


What comes to HAT and LAT there should be one more round for LAT at least. If an APC get's hit by LAT it should be signal: go away, or you soon will go down. Maybe 2 rounds for HAT or maybe not, but it could be a little less powerfull. What pisses me as military trained Anti-tanker off most is how slow it is to aim now, but I hope that will be improved in 0.85.

Re: more hat availibity

Posted: 2008-11-06 10:12
by gazzthompson
Solid Knight wrote:Can't an AT4 defeat an MBT's armor?
AT4 is for ligt armor:

M136 AT4

Re: more hat availibity

Posted: 2008-11-06 10:33
by Truism
The specialist HAT and AA need to get their second rocket back. HAT sniping wasn't caused by HATs being to effective, it was because infantry rifles (particularly sniper/marksman) weren't effective enough.

Re: more hat availibity

Posted: 2008-11-06 14:37
by MacMurchu
Solid Knight wrote:No, I mean in real life. I've seen plenty of videos of it blowing the **** out of tanks.
Most of those are old decommissioned tanks that are sitting on ranges rusting away with no reactive armour.