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Re: Incendiary capabilities
Posted: 2011-03-23 00:13
by mangeface
echo wrote:Then you placed the TOW in the wrong place. If it isn't covering your position from a tank, then what's the point of the TOW.
What's this YOU placed it in the wrong place? I don't SL unless I have to, and I'm usually in assault infantry squads, not FOB building squads.
echo wrote:If that is a problem, don't give infantry something unrealistic when AT rockets exist and are a perfect replacement if there are indeed any inadequacies when it comes to tank vs infantry. My point is, don't give something out which is totally unrealistic when you can substitute that to something totally realistic. If there REALLY is an imbalance incendiary grenades are not going to be the fix and aren't the fix.
Then give squads the ability to have 2 LATs, cause 1 LAT can scare away medium armor such as APCs, and it might scare away heavy armor like tanks. 2 LATs most likely won't kill any type of medium or heavy armor, but it will make them run for the repair station.
I don't care if the incendiaries stop killing vehicles. I just don't want them to be taken away and then be left with my *** hanging in the breeze when armor rolls up and I have no support available and was unable to get one of the 2 HATs alloted to the team.
Re: Incendiary capabilities
Posted: 2011-03-23 01:45
by Stoickk
In all fairness, I think that is a different discussion altogether. That would be infantry vs. armor balance, as incendiary grenades should not factor into that discussion under any circumstances anyway.
As I said previously, I don't think that the answer is to let them stop damaging vehicles. That mechanic needs to be in place for destruction of abandoned assets. I do think that the current burst damage needs to be adjusted though, possibly through a damage over time system similar to the one I proposed, or through another mechanic. I am not a developer, so I do not know how difficult a system like mine would be to implement. Therefore, I don't know if that is a reasonable proposal. As it stands now though, Incendiary grenades are in need of adjustment.
Re: Incendiary capabilities
Posted: 2011-03-23 14:46
by drs79
If you use Incendiaries against armor, then you my friend are misusing the kit altogether.
Incendiaries are used for the following:
Primary Purpose: Destroying Insurgent Caches and Crates, FOB's and HMG's, TOW, AA, Foxholes, Sandbags, Razorwire
Secondary Purposes: Stationary Vehicles; i.e. insurgent techies and cars and ammo trucks. Blufor Hmmvw's, land rovers; Opfor equivalent, Trans trucks, Logi Trucks.
Tertiary Purposes: Opening up doors and gates.
Now if you plan to use incendiaries on anything that has lots of armor and are killed you deserve it, if you were in my squad and ran up to a tank and gave away our position by throwing incendiaries at it because you felt it should damage it and it should go through the armor and kill the crewman not only will you have killed yourself, but most likely will have killed the squad and you would have gotten a nice kick from my squad to boot.
There is no way on the project reality earth (ooooo see what i did there?) that Incendiaries should do any type of damage to Heavy Armored Vehicles (Tanks, BMPs, APCs, Bradley IFV, BTR, LAV, Chinese APCs and any other heavy armored Vehicle I might have missed). None whatsoever.
Re: Incendiary capabilities
Posted: 2011-03-23 16:04
by ZephyrDark
drs79 wrote:There is no way on the project reality earth (ooooo see what i did there?) that Incendiaries should do any type of damage to Heavy Armored Vehicles (Tanks, BMPs, APCs, Bradley IFV, BTR, LAV, Chinese APCs and any other heavy armored Vehicle I might have missed). None whatsoever.
That.
There is a reason for the existence of the Combat Engineer kit; however, it does need some changes, but thats for a whole other topic. The combat engineer is supplied with a wrench to remove mines and repair light vehicles, incendiaries to clear crates and deployables (as well as stationary light vehicles), and C4 to dispose of light and medium vehicles (APCs, IFVs, Jeeps, Trucks, etc.[Note: To C4 a tank would take way to much time and supplies as the C4 would need to be in excess of 5 packs. It is a better idea to just call in your own armour to dispose of it.]) C4, along with AT Mines, can also be used as an Area Denial tool. Place them obviously and in an unavoidable position and it will effectively slow down access or completely deny access to a MSR, SSR, or SDRs (types of roads and routes, Main, Secondary, and Small Roads).
Now all of the tools listed above are meant for stationary or inactive targets. The incendiary especially, is not meant for an active and moving target, i.e. a tank, APC, IFV, etc. It is meant for something that cannot react, cannot move, and needs to be disabled.
Re: Incendiary capabilities
Posted: 2011-03-25 10:54
by killonsight95
If 128 player server are to be implemented then 2 L-AT's per SQ would be good as well as two AR's and two medics, but limit the amount olimtied kits each SQ can have to 4 or 5.
Re: Incendiary capabilities
Posted: 2011-03-26 13:32
by drs79
Two of everything will be overkill. One medicper squad will also show how important the medic is.