HAT being snatched at beginning of round.

General discussion of the Project Reality: BF2 modification.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

HAT being snatched at beginning of round.

Post by Psyko »

Is anyone else annoyed by this? First of all, i don't know how to fix this i just want to start the argument. So please read this finely double spaced comment, cause i'm nice like that.


I propose that the HAT be delayed for 20 minutes, and a time limit in which you can hold the hat kit before it is recycled back into the kit pool.


Why 20 mins? because that is the common time for tanks to spawn on some maps.


Also...to give inf squads and APC hat squads a chance to forget about the hat and focus on getting flags...then those who really need a hat kit, go to a nearby crate and attack their armored foe.


And, its to put a kink in those whorey cas squads that want to spend their first 20 mins whoring in useless map positions instead of helping the rest of the infantry take position of flags.
Why do cas squads get a free pass on that anyway while the infantry get bored down full tilt by apcs at the start?


There needs to be a limit of time which you can possess a HAT, otherwise other squads dont get a chance to use it.


The person who snatches the hat at beginning of round is in no way qualifyable by other squads.


they often end up very far away from squads getting lit up by armour


the hat should be requestable once armour is sited and used to get squads out of hot water when they are in a disadvantage.


Mainly... when an inf squad is defending a flag (which is 8 man inf squads main role)
and they start getting hosed by apc or tanks.


not...


A lone wolf in a free weapons squad roving around in a jeep trying to pick off tanks as they come out of their mains.


Look..i know i haven't thought this through very well, but im trying to start a debate about this.


And if you dont want to debate it, it means you dont think its important enough to talk about.


I dont think my suggestions break the game.


cheers.
PBAsydney
Posts: 369
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Re: HAT being snatched at beginning of round.

Post by PBAsydney »

On some maps heavy assets spawn at start, even if we are just talking about APCs, a delayed HAT will result in more steamrolls by assets.

After spending several minutes stalking the enemy tank and just as you get into a good firing position your HAT kit disppears, yeah...don't think that's the way to go.

I do agree that people who grab the HAT kit and stay in a useless position for extended periods are annoying though.
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VTRaptor
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Re: HAT being snatched at beginning of round.

Post by VTRaptor »

Well, delayed or temporary HAT would be... let's say i disagree with that xD.

However, the current AT efficency is rather poor, and i wanted to start similiar topic on that some time ago. The idea is to have 2 HATs, at least on 4k maps. It'd really make difference, because it'd be easier to get, and in case of kit ending in wrong hands, there's still second chance. All in all, better for infantry.
Psyko
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Re: HAT being snatched at beginning of round.

Post by Psyko »

ok good points. how about, you need 4 logi crates to request a hat?
VTRaptor
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Re: HAT being snatched at beginning of round.

Post by VTRaptor »

Please, stop xD
UTurista
PR:BF2 Developer
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Re: HAT being snatched at beginning of round.

Post by UTurista »

Psyko wrote:I propose that the HAT be delayed for 20 minutes, and a time limit in which you can hold the hat kit before it is recycled back into the kit pool.
Why 20 mins? because that is the common time for tanks to spawn on some maps.
There's plenty of maps where tanks spawn right in the beginning. Furthermore, a Heavy Anti-Tank's purpose is not exclusively to kill tanks. You can use it to kill heavy and light APCs, helicopters, boats, trucks and even infantry if you see fit.

While you can say that that there's alternatives to kill these assets, PR is not a simulator, you're free to kill your enemy by all possible means - grenades, rifles, snipers, lats, atgms, tank shells, lats, 40mm, etc...

Let's also not forget, a good HAT can move earlier to a position which allows him to have an advantage over the enemy armour.
Psyko wrote: There needs to be a limit of time which you can possess a HAT, otherwise other squads dont get a chance to use it.
Most of the times other squads are retards that don't know how to use HATs.
Psyko wrote: the hat should be requestable once armour is sited and used to get squads out of hot water when they are in a disadvantage.
Case 1 of most squads are retards: There's alot of squads that like to get the HAT kit only when they've spotted the tank. Most of the times this results on a front armour hit, which the tank can handle, and the total wipeout of the squad, including HAT.
Psyko wrote: Mainly... when an inf squad is defending a flag (which is 8 man inf squads main role)
and they start getting hosed by apc or tanks.
Case 2 of most squads are retards: HATs should not be used for defence. For that you have mines and Tows. The squad that has the HAT should be attacking, since it can't build TOWs or mine the enemy assets.

TL-DR There's no issues with HATs in the beginning. Just players that don't know how to use it, but the same applies for other kits and even assets.
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Geronimo
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Re: HAT being snatched at beginning of round.

Post by Geronimo »

HAT should be claimable with the squadname in my opinion like CAS/TANK/APC.

Also, a stationary HAT is called a TOW. ;)
PBAsydney
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Re: HAT being snatched at beginning of round.

Post by PBAsydney »

VTRaptor wrote:However, the current AT efficency is rather poor.
On open desert maps with main battle tanks, yes, handheld AT are not really a concern at all for assets. Handheld AT are, however, incredibly effective on forested and urban maps.
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Psyko
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Re: HAT being snatched at beginning of round.

Post by Psyko »

[R-CON]UTurista wrote:There's plenty of maps where tanks spawn right in the beginning. Furthermore, a Heavy Anti-Tank's purpose is not exclusively to kill tanks. You can use it to kill heavy and light APCs, helicopters, boats, trucks and even infantry if you see fit.

While you can say that that there's alternatives to kill these assets, PR is not a simulator, you're free to kill your enemy by all possible means - grenades, rifles, snipers, lats, atgms, tank shells, lats, 40mm, etc...

Let's also not forget, a good HAT can move earlier to a position which allows him to have an advantage over the enemy armour.


Most of the times other squads are retards that don't know how to use HATs.


Case 1 of most squads are retards: There's alot of squads that like to get the HAT kit only when they've spotted the tank. Most of the times this results on a front armour hit, which the tank can handle, and the total wipeout of the squad, including HAT.


Case 2 of most squads are retards: HATs should not be used for defence. For that you have mines and Tows. The squad that has the HAT should be attacking, since it can't build TOWs or mine the enemy assets.

TL-DR There's no issues with HATs in the beginning. Just players that don't know how to use it, but the same applies for other kits and even assets.
okay you have good points and i agree with some, but i get the sense that the "non-retard squad" grabs the hat at the beginning for a sense of security in two ways
one: so that retard squads simply dont have it and there is a degree of satisfaction in knowing they wont have it, even if the need never arrives for the "non-retarded squad" to fire it.
two: just have it as a comfort blanket if in case a tank does arrive.

but we all know that non retarded squads are just arrogant players who want to have fun instead of doing what the responsible thing is to do, which is secure flags, and not fanny about doing wide flanking maneuvers which usually end up with the hat being lost within the first 5 minutes btw. These are always the same type of people btw, they think that they are leet and that the rest of the team is just a bunch of wollys that sit on flags for the non retarded squad's benefit.

At least if the hat was at the defensive infantry position, and the hat user got killed there is still the kit that can be picked up and used again.

but when the "non-retarded squad" gets blown to bits because their driver is "not retarded" the hat is lost, none of the infantry squads are notified and are usually under too much pressure to realize. probably something in the area of 40 tickets is lost becuase a bloody delayed vehicle squad is bored and wants to go rambo.

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UncleSmek
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Re: HAT being snatched at beginning of round.

Post by UncleSmek »

It is pretty reasonable to have it like it is. The HAT usually find its way to the correct squad sooner or later in the game.
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Mats391
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Re: HAT being snatched at beginning of round.

Post by Mats391 »

UncleSmek wrote:It is pretty reasonable to have it like it is. The HAT usually find its way to the correct squad sooner or later in the game.
Unless they sit in an AA guarding the mortar FOB.
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LimitJK
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Re: HAT being snatched at beginning of round.

Post by LimitJK »

how about making stationary AT worth shit again so its no more asset steamroll and gamey suggestions like every second squad an eryx.
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PBAsydney
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Re: HAT being snatched at beginning of round.

Post by PBAsydney »

LimitJK wrote:how about making stationary AT worth shit again so its no more asset steamroll and gamey suggestions like every second squad an eryx.
Yes, because a weapon that kills literally anything in the game in one shot except the front armor of a main battle tank obviously needs to be buffed.
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Psyko
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Re: HAT being snatched at beginning of round.

Post by Psyko »

LimitJK wrote:how about making stationary AT worth shit again so its no more asset steamroll and gamey suggestions like every second squad an eryx.
The discussion is about HAT

the reason its different is obviously that the TOE is not mobile.


And imo the hat should be an infantry prophylactic against heavy armour.
The lat is prophylactic against light armour.
UncleSmek
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Re: HAT being snatched at beginning of round.

Post by UncleSmek »

[R-DEV]Mats391 wrote:Unless they sit in an AA guarding the mortar FOB.
True, but if that is the case someone hopefully can convince them to make good use for it. They either rush into combat dying and you take the kit when it respawns or they actually manage to make good use of it. Either way you win :lol:
mries
Posts: 475
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Re: HAT being snatched at beginning of round.

Post by mries »

IMO a delayed hat would fit. Or maybe a delayed dropkit hat on every map. Making it necessary to get your hat at e.g. the repair station of your main. So it is not requestable at any random crate.

By making it delayed it still gives the hat to the patient nonretard leet player which is waiting at main ready to get trans'd into enemy territory and hunt where the tanks at.
With the dropkit idea, on maps where tanks are available from the beginning, the dropkit is available as well.

This makes it almost necessary to have a 'reserved dedicated' hat person waiting/being ready at main.

Sorry for the suggestion though, just my 2cents
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PatrickLA_CA
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Re: HAT being snatched at beginning of round.

Post by PatrickLA_CA »

It's fine as it is. Sometimes you'll have experienced people using it, sometimes not. It's the same with every kit and asset in the game.
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MOSES!
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Re: HAT being snatched at beginning of round.

Post by MOSES! »

why not have the team be able to use 2 hats kits instead of 1 per team like the snipers kits
Psyko
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Re: HAT being snatched at beginning of round.

Post by Psyko »

MOSES! wrote:why not have the team be able to use 2 hats kits instead of 1 per team like the snipers kits
it used to be like that a few versions ago. but it was overkill sometimes.

then again, the range was infinite back then, now the range isnt. and map view distances are longer too.

and tanks have directional armour.

there might be an argument for 2 hats again
chrisweb89
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Re: HAT being snatched at beginning of round.

Post by chrisweb89 »

If possible I would be ok for being back 2 HATs on 4km maps, or atleast their layers that have a heavy tank focus, but 2 HATs on a 2km apc map is going to make them irrelevant.
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