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AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:17
by servos
The (light) AT-kit should be spawnable, or, there should be unlimited AT-kits by the crates.
In modern mechanized units to be used against other mechanized units about every soldier carries a AT-gun to battle, if he don't wear a machine gun, radio or simular (atleast what I know).
Thus I think the APCs in PR are vastly overpowered, since so few of the enemys have AT and if they have one AT-guy, then he can't reshoot without going to a crate, and the group can't take out the APC, since they only have one AT.
A 6 man group should have atleast 4 ATs AND handgrenades, medkit, whatever. The AT-kit could be like rifleman (either with or without scope) but without the extra ammo. The SL should have an AT. The marksman should have one. Everyone but the medic, pilot, AA, CE, LMG and sniper.
Contradictions?
The only problem I can come up with is that the AT would be used as a anti-infantry weapon, but that shouldn't really be a problem.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:20
by gazzthompson
out of 6 man squad, 4 will have AT's ?? im no expert on the composition of different military's squads but i dont think thats true.
as for spawning with AT, no. it was spawnable in previous versions and was lame, a squad would get wiped out then all spawn AT and wtfpwn the APC/tank.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:25
by Gore
Agree with mister gazz. It would be way too spammy, as in earlier versions.
Alex6714 wrote:
Scenario, qwai river.
You are a US infantry squad making your way through the hills near the village. A tank is driving slowly along the road to one of the bridges to cross. You are armed with standard squad layout and a LAT. What do you do?
1) Ignore the tank, hide, when it is gone continue to your objective.
2) Be leet and try to engage the tank with LAT, realise the amount of failure committed and start shooting at it with rifles and grenade. Whole squad gets wiped out.
3) Ignore the tank, hide, report to your team the heading and position of it so the TOW humvees can engage, and then continue on your way.
If you can't kill it leave it alone or it will kill you.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:32
by SkaterCrush
1.Marksman with AT? LMAO so you want to snipe AND take out tanks? Want us to neutralize enemy units with AT-4s?
2.If a whole squad had AT guns, armor would be useless.
3.Counter Tactics; you report the enemy position to YOUR armor/helis/jets and take them out
4.We don't have modern vs. modern infantry, we've got Afghanistan, Iraq, Somalia and other South American and african countries. IF, and thats a big IF, we will be up against China or Russia, and we all know Coalition forces beat them in any way. LAVS, spec ops, armor, jets, WoW gold farming...you name it
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:32
by Rudd
Thus I think the APCs in PR are vastly overpowered, since so few of the enemys have AT and if they have one AT-guy, then he can't reshoot without going to a crate,
eh...never heard of a rifleman before?
it only takes 2 hits to kill/cripple an APC ingame, using that strange thing called teamwork a LAT and rifleman can acheive this.
More AT kits would become spammy.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:37
by SgtFailure
Nah, totally disagree with spawnable, unlimited AT Kit.
First, you dont see a full squad of soldiers carrying AT4s running around shooting it at insurgents in Iraq or Afghanistan right? there must be a mix of riflemens, medics(or corpsman) and of course a person with anti-vehicle capability which is the LAT kits to fulfill specific roles, like clearing a room, taking out insurgent vehicles etc. EDIT: sorry pressed the wrong button post it by mistake.
Then, you have the ammo factor, what will you do if you run out of ammo during a firefight, yes, the LAT kit have a rifle, but you still need grenades right?
LAT kits as a spawnable, unlimited kits will be unrealistic IMHO.
Regards
SgtFailure
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:40
by Viki
This idea is insane and should not be taken seriously.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:45
by SgtFailure
Viki wrote:This idea is insane and should not be taken seriously.
Agree to the core, its probably just an addiction to LAT in PR, you know, shooting it at a tank when you know its useless making the crewmen in the tank wondering where the hell are all those rockets coming from. it owns, i know it

Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 13:57
by servos
If the ATs would be unlimited at crates and APCs, but not spawnable, you would have the problem with groups encountering APC then spawn at RP as AT abolished.
The APCs are weak they are not tanks.
Dr2B Rudd wrote:eh...never heard of a rifleman before?
it only takes 2 hits to kill/cripple an APC ingame, using that strange thing called teamwork a LAT and rifleman can acheive this.
The APCs should take like 2 - 4 hits.
SkaterCrush wrote:1.Marksman with AT? LMAO so you want to snipe AND take out tanks? Want us to neutralize enemy units with AT-4s?
Isn't the marksman group support? He could easely carry an AT.
SgtFailure wrote:Nah, totally disagree with spawnable, unlimited AT Kit.
First, you dont see a full squad of soldiers carrying AT4s running around shooting it at insurgents in Iraq or Afghanistan right?
You could easely disable unlimited AT at insurgency maps.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 14:00
by Rudd
The APCs should take like 2 - 4 hits.
only if ur attacking the front armour...which is the failstrategy
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 14:13
by servos
Dr2B Rudd wrote:only if ur attacking the front armour...which is the failstrategy
Should it matter where you hit it? The armor is so thin anyways and the AT can penetrate over half an meter. Ofcourse, if you use modern IFVs you should be imune to light ATs, but that would be no good for game balance.
...
EDIT:
The effect of a AT hit should be some of the following; a random passanger/crewman dies, the weapon malfunction, the steering malfunction, the ammunition explodes or nothings happens. An AT isn't a instant kill.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 14:22
by DankE_SPB
if armor penetrated, it doesn't mean that APC blow up like JDAM, sometimes it do nothing, sometimes 1 shot is enough to set it on fire or kill somebody inside, but vehicle still can fight. Ingame you cant realistically simulate different zones of penetration, so i will say ingame its fine as it is now, most of the time 1 shot is enough to disable chassis or turret, sometimes it destroys APC, 2 shot is overkill in 99% cases
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 14:26
by 503
Terrible idea. It will turn PR into BF2 with rockets flying everywhere.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 14:32
by SgtFailure
503 wrote:Terrible idea. It will turn PR into BF2 with rockets flying everywhere.
aka Project Rockets or Battlefield Rockets 2
Anyway, Spawnable AT kits is a totally unrealistic idea, yes, its good for things like tank ambush (whole squad with AT kits waiting for a tank to pass by, then blow it up will 6 rockets hitting it at the same time) and AT artillery (its already happening now in Archer where a few insurgents with RPGs gather up at a cache and start hitting the fortress with them, talking about unlimited ammo from caches..) but overall, its an unrealistic idea

Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 16:50
by ivan_the_bad
I agree that this should be a spawnable kit, but only with Light Anti tank (AT4,RPG).
The kit should be limited to one person per squad just like the squad leader kit is and soon to be medic kit, The Grenadier and Automatic rifleman kits should also be spawnable kits but limited to 1 per squad.
In real life there is a m249 and Grenadier in every 4 man Fireteam (If im correct)
I'm sure LAT would be in a seperate Fireteam though
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 17:03
by Thermis
Servos, where do you get your information on modern military forces? I can't speak for other nations but US forces don't carry anti tank weapons like that. It adds a ton of weight to a solider who already has a lot to carry. Most guys downrange wouldn't be caught dead carrying that thing around.
Now that being said platoons would almost always have access to a AT weapon. Either a mounted TOW on a Humvee or they would have the AT4s in their trucks. But they wouldn't carry them unless they knew there was enemy armor threat.
So the answer is not to make them spawnable. But possible more accessible.
Ivan, You are correct there is a AR and a Grenadier per every fireteam for US military forces. A AT4 if carried would be assigned to anyone in the fireteam per the PL&SL discretion.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 17:08
by ivan_the_bad
Thermis wrote:We're do you get your information on modern military forces?
Not sure who you are reffering too, Care to let us know

Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 17:11
by myles
lat are used on ifrantary some times in RL
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 17:13
by Thermis
ivan_the_bad wrote:Not sure who you are reffering too, Care to let us know
Fixed the previous post.
Re: AT-kit should be spawnable, unlimited
Posted: 2009-04-17 17:24
by Tarantula
myles wrote:lat are used on ifrantary some times in RL
Its against Geneva, the armies of the countries who signed arent allowed.
As far as this idea goes, ITS CRAZY!, the idea of 4 AT's in a squad is crazy.
"In modern mechanized units to be used against other mechanized units about every soldier carries a AT-gun to battle" - that is just a plain incorrect statement, where are you getting this from?
The way to take out an APC ingame is to get a LAT man who knows what he's doing and keep him well re-supplied