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more hat availibity

Posted: 2008-11-05 09:32
by viper759
i was talking to an army friend who i just recently got playing PR and he brought up how infantry in the real world has ALOT more anti-armor assets. hence why tanks in the real world dont go places without infantry.

when you look at the numbers it makes sense imho to increase the number of hats in use, armor should need infantry just as infantry needs armor. a tank / apc costs millions , a mostly dumbfire anti-tank round costs a few thousand.

Re: more hat availibity

Posted: 2008-11-05 09:49
by random pants
I agree with you, but I don't expect it to happen, at least not with the HAT kits. It's just that there are too few people per team to warrant more than 2 per side.




2 other solutions...

Shorten the HAT respawn time

Make HAT requestable from rally points (would love to see this)





Now, I definitely think we need more LAT's (max 3), but that's a different story...

Re: more hat availibity

Posted: 2008-11-05 10:20
by viper759
random pants wrote:I agree with you, but I don't expect it to happen, at least not with the HAT kits. It's just that there are too few people per team to warrant more than 2 per side.
there are enough people to warrant more than 2 tanks / apcs per side, why not more hats?

Re: more hat availibity

Posted: 2008-11-05 10:52
by nedlands1
Reality
In a Bradley mechanised platoon there are three squads with 9 men, vehicles crews, a platoon leader and four Bradley Fighting Vehicles (Source: FM 3-21.71 Chapter 1). In total there are about 40 people. Each squad has one "CLU" (the reusable sight for the Javelin anti-tank weapon system). Assuming that each Javelin gunner has an assistant gunner with one round at the ready and say there are one or two extra rounds stowed in each vehicle then you have three people with the "H-AT" and 3 (ready) + 4 to 8 (stowed) Javelin missiles.

In-game
Now in PR we only have a team of up to 32 people. If there are 9-24 people on the team then you can request one H-AT kits and if there are 25-32 people on the team you can get request two H-AT kits.

In my opinion it's a good balance when compared to reality

Re: more hat availibity

Posted: 2008-11-05 12:06
by evya
i just prefer one more lat+lat do little more damage to armor in front/sides

Re: more hat availibity

Posted: 2008-11-05 13:18
by Waaah_Wah
You mean like in a "tank"?

Re: more hat availibity

Posted: 2008-11-05 15:07
by AREM117
APCs are already very underpowered vs H-AT so i don't think they should add any more. But i do find it very annoying when a vodnik rolls up and the other squads took all the L-AT kits. They should add some kind of weaker L-AT that can be requested by the squads who dont have L-AT. Maybe use a M72 LAW or something like that.

Re: more hat availibity

Posted: 2008-11-05 15:09
by Waaah_Wah
^^Err, dont you think that HAT should kill APCs in one shot..?

Re: more hat availibity

Posted: 2008-11-05 15:45
by IAJTHOMAS
+1 LAT per team maybe and its perfect for me. Too many HATs make APCs worthless.

Re: more hat availibity

Posted: 2008-11-05 16:02
by markonymous
the respawn time should be shortened for all the kits IMO, too many times are ALL and i mean ALL the kits taken not a single one you can request especially not the one you need. I don't thing i've been able to get an automatic riflemen more then twice since the release of 0.8, the automatic riflemen should be available 1 per squad anytime.

Re: more hat availibity

Posted: 2008-11-05 16:24
by Dude388
random pants wrote: Shorten the HAT respawn time

This works for me, just by how much are you suggesting?

Make HAT requestable from rally points (would love to see this)

I think Ghost1800 pretty much summed up my thoughs on this.
Waaah_Wah wrote:^^Err, dont you think that HAT should kill APCs in one shot..?
I've shot APC's and AAV's with HAT rounds and they've gone down in one shot (even from the front, though I always aim for the side or back)

Re: more hat availibity

Posted: 2008-11-05 16:32
by fubar++
Some guidelines I would like to see in PR regarding this topic:

1. Increase the spawn penalty if you get killed. It has direct correlation to real world, where it is, well, you know, a long time. Survivors will be rewarded, those who play foolish or are unlucky will be not.

2. Reduce artificial rules. In this case it would be large delay for special kits. They are already very limited resource, so why limit them twice as much? It is also the whole team that suffers some numb-nut blowing himself up with a HAT, not just that individual.

Of course this is only my opinion and it is up to your, or say Devs, personal preferences which way you/they like it.

Re: more hat availibity

Posted: 2008-11-05 17:12
by CodeC.Seven
fubar++ wrote:Some guidelines I would like to see in PR regarding this topic:

1. Increase the spawn penalty if you get killed. It has direct correlation to real world, where it is, well, you know, a long time. Survivors will be rewarded, those who play foolish or are unlucky will be not.

2. Reduce artificial rules. In this case it would be large delay for special kits. They are already very limited resource, so why limit them twice as much? It is also the whole team that suffers some numb-nut blowing himself up with a HAT, not just that individual.

Of course this is only my opinion and it is up to your, or say Devs, personal preferences which way you/they like it.
Now this is going to far... Its a game a computer game what you want? a 5 minuten spawn time? i think arround 50 seconds is already hard enough... If you kill a civillian its above 1 minute... PR should not go to far with the spawn times...

Re: more hat availibity

Posted: 2008-11-05 17:38
by fubar++
CodeC.Seven wrote:Now this is going to far... Its a game a computer game what you want? a 5 minuten spawn time? i think arround 50 seconds is already hard enough... If you kill a civillian its above 1 minute... PR should not go to far with the spawn times...
Why it shouldn't? This is obviously an opinion too but it would be more usefull with some line of argument.

Re: more hat availibity

Posted: 2008-11-05 19:23
by viper759
'[R-CON wrote:nedlands1;840996']Reality
In a Bradley mechanised platoon there are three squads with 9 men, vehicles crews, a platoon leader and four Bradley Fighting Vehicles (Source: FM 3-21.71 Chapter 1). In total there are about 40 people. Each squad has one "CLU" (the reusable sight for the Javelin anti-tank weapon system). Assuming that each Javelin gunner has an assistant gunner with one round at the ready and say there are one or two extra rounds stowed in each vehicle then you have three people with the "H-AT" and 3 (ready) + 4 to 8 (stowed) Javelin missiles.

In-game
Now in PR we only have a team of up to 32 people. If there are 9-24 people on the team then you can request one H-AT kits and if there are 25-32 people on the team you can get request two H-AT kits.

In my opinion it's a good balance when compared to reality
with that math we should have more hats, because often there are 3 to 4 APCs. so we have more APCs than a real life platoon would have have and less Hats than they would have. also the javelin system can have a target 'painted' meaning you need less of them than old system because the person using it doesnt need line of sight to the armor threat.

Re: more hat availibity

Posted: 2008-11-05 19:32
by random pants
Dude, just give it up...

Nobody wants more HAT's in the game, especially the DEV's.

Maybe another LAT or two, but that's it.



What they really should do is give HAT back his second rocket, as well as AA for that matter.


In the giant nerf-fest that is .8, HAT was silently murdered when the second rocket was taken.


Give HAT back his second rocket, and I think your problem will be solved. One dude will be able to take out a tank again, but there won't be HAT's all over the map.

Re: more hat availibity

Posted: 2008-11-05 19:43
by Cassius
HAT is fine as it is, just dont f it up when you have it. You have hat you try to stay alive till its needed, you dont go in rushing with your rifle on full auto.

Maybe HAT gunners should organize in an AT-Team with engineers laying mines to get the tank to stop so you can shoot it in the rear with no probs, or at least HAT gunners should detach from their squad and take the HAT where it is needed.

Just consider how powerfull it is, you can hide and if you use the HAT the enemy armor is gone you have 3 of those and they are reloadable.

HOWEVER Hat kits shouldnt be tied to the number of people playing, but the type of map that is on. If you have only one HAT on Fools road because only 20 people are on the server you are royally screwed, unless somebody coordinates 2 apcs to pop up in the back of the armor.

I disagree on giving the HAT 2 rounds. On fools road I was able to take out 2 tanks with 2 rounds. On Tank heave maps like Kashan Infantery is hard enough to spot. If the tank is far and away leave it to your armor or Air support to take out that tank. If a HAT player hides well enough he shouldnt have a hard time to ambush a tanke either.
viper759 wrote:with that math we should have more hats, because often there are 3 to 4 APCs. so we have more APCs than a real life platoon would have have and less Hats than they would have. also the javelin system can have a target 'painted' meaning you need less of them than old system because the person using it doesnt need line of sight to the armor threat.
Well this is still a game. Modern military is basically a bunch of haxorz and cheaters :p and they are getting better and better at it. Eventually the military will have the ability to call in a rocket from a remot battery which automatically acquires the target, if you hear the engine sound all you have to do is dial up and feed the rocket where you are, as it approaches it automatically identify the target and takes it out, without any soldiers ever having to set an eye on the armor. But do you want to implement that ?

Re: more hat availibity

Posted: 2008-11-05 19:55
by cptste el_74
[R-CON]nedlands1 wrote:
Now in PR we only have a team of up to 32 people. If there are 9-24 people on the team then you can request one H-AT kits and if there are 25-32 people on the team you can get request two H-AT kits.

In my opinion it's a good balance when compared to reality
That's all very well. Except when the US side (on Muttrah city for e.g) still get 2 APC's and can freely rove around destroying everything. That's if the Cobra hasn't already done it! Reload the hat you say? Yep, that's fine if the APC's are not roving around together, then the HAT carrier get's blown away and 10 more mins for another HAT :(

Re: more hat availibity

Posted: 2008-11-05 20:02
by cptste el_74
markonymous wrote:the respawn time should be shortened for all the kits IMO, too many times are ALL and i mean ALL the kits taken not a single one you can request especially not the one you need. I don't thing i've been able to get an automatic riflemen more then twice since the release of 0.8, the automatic riflemen should be available 1 per squad anytime.
That's because most idio..... people.... take all the kits without needing them. The basic rifleman kit is actually my favourite. It's a good all round balance between firepower and usefulness. How many times have you built a firebase, just to see 8 other people on your team spawn there and all stand there taking the special kits. Special kits, should be just that - special. What's wrong with only using them when needed?

It's really annoying actually... but I've kind of gotten used to it now and I make do with what I've got.