APCs to vulnerable Ins mode

Inca_Killa
Posts: 107
Joined: 2009-02-28 04:18

Re: APCs to vulnerable Ins mode

Post by Inca_Killa »

Teh0 wrote:Like said keep away from enemies with your apc. Russian tandem RPG should have scope like other hat kits. MAKE IT!


I think you meant,

"Russian randem RPG should have scope like other hat kits. Please make it devs!"

Or at least I hope so.
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NuclearBanane
Posts: 200
Joined: 2009-02-14 16:52

Re: APCs to vulnerable Ins mode

Post by NuclearBanane »

boilerrat wrote:Do not nerf insurgents anymore.


There's your problem. Just don't go in the cities, use your range to your advantage.

RPGs are impossible to hit past 200m and your 30mm cannon has awesome accuracy no matter how far.
TBH

I can't agree with You more.

Except Rpgs can hit far. If you're lucky ;)

I've seen alot of action in APCs on PR. ( Wouldn't dare sight in a real APC with RPGs flying around )
I've mastered all APCs in every aspect , in PR including AAS , except the warrior for off-roading and the scimi in combat.

And I think the 2 hit is fair. Let alone one not killing you.
These APCs have little protection and the RPG which has high chances of penetration, would probably kill you with all the fragments in side that tin can.

Get Used to the APCs before telling us their to weak.
Also check up on Real life stats of the weapon and the vehicle before saying it's not realistic.
I'd say count your blessing of the first shot not being a KIA and RTB.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: APCs to vulnerable Ins mode

Post by Murphy »

If you use your head APCs can be near invincible in ins mode (safe for gaza, and iron ridge). You need to be in and out when you're dropping inf off near, or God forbid, inside city areas. There are too many places to hide, and really only 2 sets of eyes to cover 360 degrees. Sitting around, even 300 meters away from possible ambush areas, will result in people sneaking up on you to get that perfect shot. You learn to rely on infantry as much as they rely on you because they give you those extra eyes.

I think the balance is pretty good considering how things go when you're on a horrible team. It gives insurgence a chance to drop you really fast by having 2 rpgs line up (if you play with good insurgents this happens 90% of the time) yet still allows the APC crew to mess up, get shot and still get repairs to return to the fight in a little bit.

I would love to see slat armor introduced alongside a possible boost for insurgents (rr-techie anyone?).
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