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Re: Remove TOW, add Light-AT

Posted: 2010-04-06 13:48
by Rudd
I'm finding more and more that TOWs aren't that hard to take out - the user has basically no protection. I think the community needs to adjust its tactics.

However I would agree the TOW could use an ammo decrease, or a firing delay.

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 14:49
by NM|rotten
slowly, the tows are not the uber killing machine anymore, drivers and pilots adjust, and the gameplay tends to get balanced again.

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 15:37
by maarit
what if just decrease the zoom?

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 15:53
by Alex6714
To be honest I think you should only be able to place either TOW or AA and not both.

Unless that was changed already...

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 16:05
by killonsight95
Alex6714 wrote:To be honest I think you should only be able to place either TOW or AA and not both.

Unless that was changed already...
then people will place TOW it is the best AA wepon i've eva used

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 16:18
by Alex6714
killonsight95 wrote:then people will place TOW it is the best AA wepon i've eva used
I guess that kind of reinforces my point.

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 16:35
by Rudd
Alex's point about having to choose AA or TOW actually makes alot of gameplay sense

I fully support his suggestion!

why
it makes it more strategic
it increase asymmetry as each side needs differnet tactics in placement, especially on amphibious maps
it would hopefully decrease spam
it would increase vehicular surivability accross the board, which is suffering imo. HATs, LATs, TOWs, Mines, CAS, other vehicles...its safter to be an infantryman.

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 16:36
by samogon100500
Good idea - use infantry/vehicle teamplay
Bad idea - Drive under frontline without infantry support

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 17:51
by Blakeman
If it was the bridge north of Jabal city itself then the easy way to get around that is to use the APCs amphibious capability and swim the river instead of using the bridge to outflank the TOW and come round behind it if possible.

Sounds like the MEC needed a better sniper to take the TOW gunner out though.

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 18:27
by bad_nade
rushn wrote:they are supposed to be engaged with inf and they get destroyed by inf since it is a static target with almost no protection
Then why on insurgency maps they are most often built outside the area insurgents are allowed to enter? For example on maps like Ramiel and Op. Archer TOWs are way too often set up inside the huge Dome of Death so insurgents have no other way to destroy them but an area attack. And considering how easily BLUFOR can set up and re-built TOWs, one area attack once or twice a hour is nothing but a minor discomfort.

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 19:39
by Potilas
maarit wrote:what if just decrease the zoom?
+1

Third zoom level makes it sniper tool against infantry so it should be removed. Big stuff is visible even without higest level of zoom. 2 crates required for tow feels too low. 3-4 crates is more suitable requirement, considering the ultimate power of weapon.

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 19:45
by SocketMan
Just need to bring back the (laser beam) lock on warning on every vehicle
(that has the warning system in RL) imo

Re: Remove TOW, add Light-AT

Posted: 2010-04-06 20:56
by PuffNStuff
[R-COM]SocketMan wrote:Just need to bring back the (laser beam) lock on warning on every vehicle
(that has the warning system in RL) imo
Now, that would be the best thing to happen to gunships since they were introduced to PR.

Re: Remove TOW, add Light-AT

Posted: 2010-04-07 14:23
by Tte.oteo
Alex6714 wrote:To be honest I think you should only be able to place either TOW or AA and not both.

Unless that was changed already...
this is the perfect option.. no more choppers down by a tow.

Re: Remove TOW, add Light-AT

Posted: 2010-04-07 15:48
by ComradeHX
Tte.oteo wrote:this is the perfect option.. no more choppers down by a tow.
I think you mean *every* choppers down by a tow...

Re: Remove TOW, add Light-AT

Posted: 2010-04-07 23:53
by scope
I think the TOW should habe the ammo reduced to 4-5 and have a delay in the reload like the bradley. 2 minutes between shots would probably help stop the TOW spam as it would really give the enemy some time locate and kill the operator. Still has all the killing power, but the operator has to be a little smarter about just firing at everything he sees.

I'm sad to say this, because i'm the kind of guy that loves to snipe choppers and infantry with it. But a delay would definately help gameplay imo.

Re: Remove TOW, add Light-AT

Posted: 2010-04-08 01:08
by Meza82
TOW is fine as is. TOW assets make FOBs more like a forward operating base, as in a base of fire and support. on AAS, both teams have TOW (or equivelent) assets. so its balanced.

Re: Remove TOW, add Light-AT

Posted: 2010-04-08 14:14
by bad_nade
Meza82 wrote:on AAS, both teams have TOW (or equivelent) assets. so its balanced.
On insurgency, only one team have TOW and they often set it up inside the dome of death (like huge DoD's in Archer and Ramiel) so it's almost impossible for insurgents to destroy it.

Re: Remove TOW, add Light-AT

Posted: 2010-04-08 14:42
by dtacs
Meza82 wrote:on AAS, both teams have TOW (or equivelent) assets. so its balanced.
Militia don't. And on majority of their maps they're up against armor.

Re: Remove TOW, add Light-AT

Posted: 2010-04-08 14:56
by Cheditor
I've only seen one helicopter shot down by a tow when flying at speed and the person who shot it said it was just luck. Though when i was firing a tow the other day the reloading speed was much too fast. That to be honest is the only change i think that should happen.

But the lock siren warning thingy that some people have said, it has been shot down before https://www.realitymod.com/forum/f18-pr ... rning.html (Shot down get it haha :D )