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Give anti tank back the primary weapon
Posted: 2006-03-04 20:34
by Tacticsniper815
hey i was wondering if you could give back the ANTI tank class a primary weapon now they only have pistols i though they were known to have assault rifles than pistols
Posted: 2006-03-04 20:40
by mrmong
what about giving them a carbine but with iron sights instead of red dot scope site things
Posted: 2006-03-04 22:03
by Cerberus
Yeah, anti-tank personel should have a disposable anti-tank weapon and an M4A1/L85/AK74/etc with three magazines
Posted: 2006-03-05 00:05
by Rhino
the reason why AT has no rifle/smg is cos he was simplay tooo powerful in BF2. And with a 1 shot AT rocket even more powerful :O
so, to make him fair and make him be part of a squad he has to rely on his SMs to kill foot soldigers, while he takes down the Tank that is shooting at the squad. they need each other equaly

Posted: 2006-03-05 00:06
by Eddie Baker
Once again,
we won't be giving the anti-tank gunner classes rifles in PR because it detracts from both realism and gameplay. Single-shot, disposable light anti-armor weapons will be an optional or random item in the
rifleman classes.
LAWs (including the SRAW) are issued at the squad level, with a
single launcher/round being carried by a couple of
riflemen in each squad as a defense against an armored threat or other hardened-target. They are not the weapon of a "full-time" dedicated anti-tank gunner.
For a USMC Assaultman (the MOS title for SMAW and Javelin crews) in the rifle company weapons platoon, the TO&E loadout is the SMAW Launcher, 2-3 rockets and a sidearm. For his assistant gunner, an M16 (basic load is 210 rounds [1 ready mag, 6 in LBE] but more is generally carried) and 2-3 rockets. Anything else is based on METT. For a Javelin team in the battalion weapons company, TO&E says one round for each team member will be carried, since the missiles and the command launch unit are much heavier than the SMAW rockets and launcher. This is why Javelin teams usually travel mounted on the HMMWVs of the battalion weapons company.
Even in old Soviet motorized rifle platoon TO&E, which is still in use in many places, the squad RPG-gunner doesn't have a rifle, just a sidearm, but does have an assistant gunner.
Posted: 2006-03-05 13:49
by Rifleman
Uhhh another thread.... guys just use search and reply to existing thread ;]
Sidearm? Maybe at least SMG with 2 clips...
And remember that is a lot of nice bullpup weapons... like isreali TARs and such...
Posted: 2006-03-05 14:26
by Mtnman
I think the MP5 was just about right.
Posted: 2006-03-05 19:04
by Rhino
Mtnman wrote:I think the MP5 was just about right.
that was before the AT had 1 shot kill missles. It encorages teamwork and thats what we want to see! or do you want to go rambo with a AT kit now?
Posted: 2006-03-05 20:06
by lonelyjew
Please, moderators, make another sticky just for this subject so we don't get this post again. I honestly can't even say how many times I've seen this exact thread posted, I'm going to guess in the 5-10 range.
Hell, I myself made one if I remember correctly when I started, and it's easy to assume that most new people to the game and forum will post this again, and again, and again.
Posted: 2006-03-06 01:43
by Grey_Ghost
Rhino wrote:that was before the AT had 1 shot kill missles. It encorages teamwork and thats what we want to see! or do you want to go rambo with a AT kit now?
I've never played this mod with MP5 etc. enabled, but I can safely say I've never seen anyone go Rambo with the AT kit in vanilla and be successful at it UNLESS they had a DAO-12.
I've played AT quite a bit in Vanilla, and I was never good at killing anyone with the SMG's unless I snuck up on them or went full auto at near point blank range. I fail to see how giving them something like the SMG's is going to make them Uber, unless the Mod team made the guns powerful. The rockets can't be used to snipe people like in Vanilla, nor do they get any grenades.
In any case I'd be happy if they'd drop the AT class as it is, and change it into the Rifleman/Light AT class that's been mentioned. I assume you'd need 2 such players to down a Tank, and they'd still only set vehicles on fire (at full health).
Posted: 2006-03-06 02:07
by lonelyjew
How many shots to the chest with a saw did it take in vanilla to kill a soldier, now how many does it take to kill in prmm? Just because the mp5 sucked in vBF2 doesn't meen you can assume it would be bad in prmm.
Posted: 2006-03-06 02:58
by 00SoldierofFortune00
Actually, I am good with the SMGs in vanilla especially the Chinese. If you take single shots from behind cover instead of go toe to toe against someone and prone like a support, you have a good chance of winning. I also don't play on Strike at Karkand anymore if I can avoid it on vanilla, so no, I am not a SaK noob even though I admit I used to play it alot. The SMGs are deadly up close if you spray with them because of the ROF except for the P90.
I would also assume the SMGs would be good in this game. Players need more incentive to play AT because as it is now, unless you force a squadmate to take AT, he won't even when there is armor everywhere. I suggested giving him a 1911 or higher caliber pistol before which is very plausible in real life, but he needs anything better than that 9mm. Just give him a better pistol so they will try it without dominating with it since AT's job is to take out armor adn not people.
Give him a full SMG or rifle and it will be like the BFV all over again. A good rifle with a rocket launcher is not the thing to do because people will abuse it.
Posted: 2006-03-06 03:06
by acadiancrusader
how about we LOCK this thread and everybody realize that no matter what they say, it's not gonna happen. the AT classs is portrayed as it is truly portrayed. 'balance' has nothing to do with this, this is a REALITY mod for frick's sake!
Posted: 2006-03-06 09:29
by Infantrigel
I think you could at least give him weapons like the Glock 18 or the HK MP7, but i have no idea if there are weapon manufacturers who produce weapons like which could be used for the BF2 factions. (UZI for MEC probably or something)
Glock 18
MP7
Posted: 2006-03-06 10:52
by MonkeyNutz
Maybe more splash damage on the AT weapon?
Either way I think it's a great change, BF2 was becoming like rocket arena at one point.
How come OFP gave the soldier a M16 then? (Mainly due to SP balancing?)
Posted: 2006-03-07 05:29
by Grey_Ghost
lonelyjew wrote:How many shots to the chest with a saw did it take in vanilla to kill a soldier, now how many does it take to kill in prmm? Just because the mp5 sucked in vBF2 doesn't meen you can assume it would be bad in prmm.
My point was it's only powerful if the PRM team makes it that way. I honestly don't know the real world performance of SMG's on the modern battlefield.
Posted: 2006-03-07 05:55
by RikiRude
Infantrigel wrote:I think you could at least give him weapons like the Glock 18 or the HK MP7, but i have no idea if there are weapon manufacturers who produce weapons like which could be used for the BF2 factions. (UZI for MEC probably or something)
Glock 18
MP7
ive thought the same thing, give the AT a stronger pistol hand held weapon. not sure what he has now, but as long as its a pistol of .45 caliber, and not a 9mm im happy.
i dont think PR will give the AT kit any kind of automatic weapon, the incentive for using the AT kit is saving your squads butt when a humvee or something pulls up. and ive killed quite a few guys with my pistol, its really not too bad.
Posted: 2006-03-07 06:55
by DangChang
MonkeyNutz wrote:Maybe more splash damage on the AT weapon?
Either way I think it's a great change, BF2 was becoming like rocket arena at one point.
How come OFP gave the soldier a M16 then? (Mainly due to SP balancing?)
Well the LAW is a light anti-tank weapon and the carl gustav launcher is a reloadable weapon. In PR, you have three of those big tube thingies each weighing about 22 pounds. Also you have Kevlar.
Posted: 2006-03-07 08:56
by MonkeyNutz
..that sir is a very good point :O P