Add ammo to HAT/AA rifleman

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Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Add ammo to HAT/AA rifleman

Post by Hotrod525 »

I do use search function but i dont find it so.
Project Reality Forums - Search Results

I wounder if it was possible add rifle magazine to HAT and even a scope. Some may say that it would became a "uber kit" but i dont think so, infact we just talk about allowing the kit to keep up whit the squad, same whit AA, cause for now, you have only 2+1 magazines, after 1 firefight most of the time, you need to reload, you cant realy leave the supply box cause you alwayz need ammo.

Yes the SRAW/ERYX is effective, the MANPADs are also good, but, if a Canadian soldier can carry Eryx + C7A2 whit 8+1Mags, and a US carry Javelin + M4 8+1Mags i think they should be allowed in PR.
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: Add ammo to HAT/AA rifleman

Post by PlaynCool »

No scopes pls, the HAT isnt supposed to be in firefights the weapon he carries is to portect himself from enemies in CQC, same with AA.
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Add ammo to HAT/AA rifleman

Post by Hotrod525 »

PlaynCool wrote:No scopes pls, the HAT isnt supposed to be in firefights the weapon he carries is to portect himself from enemies in CQC, same with AA.
HAT and AA soldier are in put in frontline, and had same loadout as the rest of the platoon but whit a HAT... thats how it work in real life.
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master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Add ammo to HAT/AA rifleman

Post by master of the templars »

I agree, these kits need to be able to work with the squad and use their special weapons when needed.
Giving them only 2 mags encourages the player not to stick with a squad but to stealth and hide around the map sniper style with a HAT from fear of enemy's which isn't what we want to encourage.
Make nukes, Not war
joethepro36
Posts: 471
Joined: 2007-12-28 23:57

Re: Add ammo to HAT/AA rifleman

Post by joethepro36 »

I agree with giving them an extra mag, it wouldn't hurt and I don't see why any kit shouldn't have 8+1 mags.

However I strongly disagree with HAT/AA getting a scope, under the same logic a medic should get a scope and more so than a HAT/AA as they are always in the thick of it with a squad. Medic/HAT/AA etc. don't get scopes because they have a very powerful asset (healing and reviving/anti tank/anti air) with a weapon for personal defence. A scoped rifle is meant for frontline use against enemies at long range, whereas irons are meant for a kit that should not be engaging hostiles at range.

HAT and AA should not be encouraged to get into a firefight for good reason which is the loss of a powerful asset. In real life of course, things are different with pretty much everyone getting optics, but in real life you don't have gameplay issues or balance. ;)
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: Add ammo to HAT/AA rifleman

Post by nedlands1 »

In real life there tends to be an assistant gunner who carries extra ammo (and/or parts of the weapon system) and can take over if necessary.
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Hotrod525
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Joined: 2006-12-10 13:28

Re: Add ammo to HAT/AA rifleman

Post by Hotrod525 »

[R-CON]nedlands1 wrote:In real life there tends to be an assistant gunner who carries extra ammo (and/or parts of the weapon system) and can take over if necessary.
I'm poiting out the fact the current class need more ammo for the rifle...
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Teek
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Joined: 2006-12-23 02:45

Re: Add ammo to HAT/AA rifleman

Post by Teek »

The Rifle is not his primary weapon, his primary weapon has one shot, encouraging people to use it defensively, or with Hit-and-Run/ambush tactics. No need for a rifle really.
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Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Add ammo to HAT/AA rifleman

Post by Hotrod525 »

how can the dev encourage teamwork if the kit cannot keep up whit the squad cause it dosent had enought ammo to do so ?
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Saarna
Posts: 68
Joined: 2008-10-29 20:10

Re: Add ammo to HAT/AA rifleman

Post by Saarna »

In my opinion, the current loadout is encouraging teamwork very much. A HAT going out alone isn't too useful an asset, what with the limited magazines and a single missile he has little chance of replacing - plus the risk of losing the entire kit to the enemy. If he stays with the squad however, he will have up to five guns with plenty of ammo for protection, as well as spare munitions for his launcher (that is if everyone in the squad hasn't decided that a marksman, sniper or whatnot would be uberly cool).
PlaynCool
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Re: Add ammo to HAT/AA rifleman

Post by PlaynCool »

Saarna wrote:In my opinion, the current loadout is encouraging teamwork very much. A HAT going out alone isn't too useful an asset, what with the limited magazines and a single missile he has little chance of replacing - plus the risk of losing the entire kit to the enemy. If he stays with the squad however, he will have up to five guns with plenty of ammo for protection, as well as spare munitions for his launcher (that is if everyone in the squad hasn't decided that a marksman, sniper or whatnot would be uberly cool).
Amen !!
DankE_SPB
Retired PR Developer
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Re: Add ammo to HAT/AA rifleman

Post by DankE_SPB »

maybe some extra mags, but nothing more, currenly it works good, the only thing i don't like-if used your rocket AND field dressing, you wont reload each of them from 1 ammo box, it's just disappear and do nothing( but its off topic
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daranz
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Joined: 2007-04-16 10:53

Re: Add ammo to HAT/AA rifleman

Post by daranz »

Are MANPADSs employed at squad level in real life? It was always my understanding that AA teams are usually specialist weapons teams, instead of keeping up with an infantry squad... It makes sense to make them dependent on supply lines instead of encouraging them to be up on the frontline.

Of course, rifleman ammo bags complicate things.
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Epim3theus
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Joined: 2007-01-03 13:23

Re: Add ammo to HAT/AA rifleman

Post by Epim3theus »

I don't see why the HAT guy has to shoot when his squad gets in to a firefight, he only has to stay out of sight. He doesn't have to kill infantry just keep his kit until a real threat comes along. Just make sure the HAT is not on point and has a second watching him when on the move.
I really don't like the idea that every kit can be played the same way or role. So no scope or extra ammo imo.
If you can read this the ***** fell off.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: Add ammo to HAT/AA rifleman

Post by nedlands1 »

Hotrod525 wrote:I'm poiting out the fact the current class need more ammo for the rifle...
And I'm pointing out that there may well be a guy carrying extra ammo (including and not limited to extra missiles) for the gunner.
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ConSs
Posts: 98
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Re: Add ammo to HAT/AA rifleman

Post by ConSs »

Usually the guy with the HAT is told (by the squadleader) to stay back when the rest of the squad advances and clears a specific area. Until the area is clear and the HAT guy can advance aswell, he's quite alone there with little protection. And when he's alone, he's an easy target for the enemies, if one happens to pass by. I say give the HAT kit Aimpoint and 3+1 mags.
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Add ammo to HAT/AA rifleman

Post by Hotrod525 »

ConSs wrote:Usually the guy with the HAT is told (by the squadleader) to stay back when the rest of the squad advances and clears a specific area. Until the area is clear and the HAT guy can advance aswell, he's quite alone there with little protection. And when he's alone, he's an easy target for the enemies, if one happens to pass by. I say give the HAT kit Aimpoint and 3+1 mags.
For USMC or USAr ? cause i think MARS would be more suited for USMC =D
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Eddie Baker
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Re: Add ammo to HAT/AA rifleman

Post by Eddie Baker »

daranz wrote:Are MANPADSs employed at squad level in real life? It was always my understanding that AA teams are usually specialist weapons teams, instead of keeping up with an infantry squad... It makes sense to make them dependent on supply lines instead of encouraging them to be up on the frontline.
Not at the infantry squad level, no. In the US MANPADS are operated by troops with an air defense artillery MOS (the specialty is titled Low Altitude Air Defense Gunner in the Marines), and their teams/squads are attached to units at battalion task-force level or higher, usually.

However, old Soviet/Russian organization has the SA-7/Strela and follow-on shoulder-launched SAMs as rifle platoon level weapons, with one or more of their BMPs/BTRs carrying a launch unit and tubes.
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Add ammo to HAT/AA rifleman

Post by nick20404 »

[R-CON]nedlands1 wrote:In real life there tends to be an assistant gunner who carries extra ammo (and/or parts of the weapon system) and can take over if necessary.

Actually irl, platoons are issues heavy weapons I am pretty sure each humvee squad has at least 1 rocket in there humvees, Its not like they carry them around when they are patrolling. Obviously you guys can't make the game completely real, But you can at least encourage more teamwork, Its absoulutly right when ever there is a heavy at, He always has to hide in the corner until the coast is clear, This obviously is taking 1 person out of the squad and will only be useful once he has a chance to fire his rocket, Other than that he is useless.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: Add ammo to HAT/AA rifleman

Post by Ragni<RangersPL> »

source: PR Wiki
Kit Limiting - Project Reality Guide

HAT and AA are specialized kits and not infantry kits, that's the reason why they doesn't have as much ammo as for example: grenadier

Adding a scope for them is a little bit too much but 2 extra mags would hurt I guess :roll:
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