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Rifleman AT spawn menu

Posted: 2009-09-20 00:36
by HAAN4
a Light Anti tank weopow don't make much diference in a Tank figting, has it is suposed to cacth Light vehiquelys, that are alerdy easy destrowed by combined Rfilemans and AR kits in a fullmen squad.

i guess we can try put LAT kits in game? and see what happen?

it's is obvius that you cannot pick up AR kit and LAT at the same time. and you have to choose a AT squad or a Anti infatry squad. right?

SQUAD x Armor (any one)

if the any armor engage agaist a infatry in open, evem if they are carrying a LAT weopow, they are all DEAD.

if a armor is hit by a LAT, they will need some time to drop a AMMO bag and reload the LAT to give a second shoot. util this the armor can move away and flee.

in urbam maps i can say this will realy rape of any armor, but remenber stalingard? how many time TANKS take time to die? very litle.

see a tank be shoot be a Anti tank weopow is only common in insurgency maps. because you can get you RPG7 easy, looking to coalition maps that grab a AT weopow is quite hard.

and this turn our game a bit unreal, since EUA have LOTS, LOTS of money, and if they what, they can give a javelin for each soldir. they just don't do it, because it wont works.

i can say the same of ANY European Union Force. has Well Russia that have LOTS of equipement, China has well any other MAJORITY POWER.

And we just carry Assault rilfes and AR kits? where is the heavy equipement when we NEED IT? where is it? huuunnnn, shiet

this sugestion must by aply atlast in maps where Vehicles are the base of the game, has Kaskahn desert. going has light infatry is nearly a suciedy... if we aply this change, maybe we can make up Tank ticket count go less to 5 tikets in Maps where you can spawn whicht LAT.

i don't kwon how good AT weopow works in other servers, but in Click 21, they work quite incopetent... you see RARELY someone shoting down a enemy TANK. truly

Re: Rifleman AT spawn menu

Posted: 2009-09-20 01:22
by Rissien
People will just start using LAT's for everything. You already see both LAT and HAT kits being used in skirmish as anti-infantry, having it spawnable with just have it spammed as such.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 02:16
by goguapsy
'= wrote:H[=ElvishKnight;1141412']People will just start using LAT's for everything. You already see both LAT and HAT kits being used in skirmish as anti-infantry, having it spawnable with just have it spammed as such.
Well, he is talking about big scenarios. Kit selection can be changed depending on type of map.

Well... watching the Rangers Training vids and some other army vids, I always see someone carrying a AT-4, which can be used to shoot at infantry, vehicles and buildings.

+1 for LAT being a limited kit on Spawn.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 02:19
by Zrix
It might be realistic(dunno), but from a gameplay perspective I don't like it. Imagine trying to use an APC on Jabal or Ejod with 9 LATs + 2 HATs shooting at you.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 02:33
by 503
No. Absolutely no. Tanks and APCs already have enough trouble. They don't need 8 LATs flying in their direction. Even when limited it would be spammy.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 02:48
by octo-crab
Consider this, if there were 9 squads, it would be possible to have 9 LATs on the battlefield at one time. This makes up 28% of the team. Currently it takes about 2 LATs to kill an apc. Having 9 LATs on the battlefield will make it a bit ridiculous for the APCs to do anything.

EDIT: NINJAd by the previous 2 posts. Guess I deserve it for leaving while in the middle of writing this.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 03:33
by CAS_117
It's hard to see how a round is fun or fair when your best tactic is the enemy not being there...

Re: Rifleman AT spawn menu

Posted: 2009-09-20 05:54
by Expendable Grunt
Already did it in .5 (and I think .4); didn't work so well. Back then, however, an entire squad could be AT.

M.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 06:03
by Rudd
if the any armor engage agaist a infatry in open, evem if they are carrying a LAT weopow, they are all DEAD.
This is supposed to happen, infantry are fragile things in the end.


Adding LAT/Gren etc to the spawn menu would effectively remove ammo constraints and reward dying to get ammo. This is not desirable and should not be added.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 06:34
by CAS_117
Dr2B Rudd wrote:This is supposed to happen, infantry are fragile things in the end.


Adding LAT/Gren etc to the spawn menu would effectively remove ammo constraints and reward dying to get ammo. This is not desirable and should not be added.
Is the problem the kit or the spawning...

This seems to be the case for ammo in general.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 06:37
by Rudd
This seems to be the case for ammo in general.
though most people wouldn't go, "Ahh ****, I've run out of grenades, som1 shoot me so I can spawn"

Alot of people would go "Ahh ****, I've no more ammo in this LAT, som1 shoot me so I can spawn!"

Re: Rifleman AT spawn menu

Posted: 2009-09-20 06:39
by Expendable Grunt
With the current timer...I wouldn't.

In fact, I would encourage TKing by the enemy faction.

M.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 08:12
by Hunt3r
Expendable Grunt wrote:With the current timer...I wouldn't.

In fact, I would encourage TKing by the enemy faction.

M.
I would purposely convince the enemy faction that we're all moving in APCs and IFVs.


Then we all just move in on foot :v

Re: Rifleman AT spawn menu

Posted: 2009-09-20 09:22
by Hunt3r
Ghost1800 wrote:Well if you can convince them of that then why not just stay where you are.
Well, disinformation does wonders.

If you can also convince that you're at a single cap point instead of another, that would be hilarious.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 10:53
by rampo
Insurgents had the RPG on the spawn menu some releases ago and it ended up in ultra 1337 onag3 by the insurgents and ruined the gameplay fo that matter

Re: Rifleman AT spawn menu

Posted: 2009-09-20 12:40
by HAAN4
Jonny wrote:Or just 4. Or whatever the team-wide LAT limit happens to be set to. All it really means is that you stand a greater chance of getting hold of one if you need it and are cut off from reinforcements.

So you can only take an APC down if you get 2+ squads working together, or if you get 1 squad with a HAT and a LAT kit. How is that different from the current situation?

I dont really see the problem here. All I see is the ability to scare off those APCs that act like light tanks.

I always encourage the enemy to TK. Especially if they are about to attack me.
You got the point...

2 squad have worthy 12 trickets, that is = to the APC 12 trickets. so it is BALANCED.

APCs ARE LIGHT TANKS!. that could be easy destrowed by proper AT tatics. APCs just run away fithing has Main battle tanks,rarely working whicht infantry squads. has they suposed to be. if a APC squad always work whicht infantry, whicht proper tatics. they can take down a AT squad, if they using AR kit how great increse it firepower.

and LAT weopows will very dificult defeat MBT. (I can't belive envem if this weopwos can take down a abrhans in real life). so MBT will wont scary about it.

and about SHOOT me i got to respawn the LAT, i surry we can make some things that will some things about it. one of it is maybe making it a requested kit in rally points.

Removing the LAT scope in assault rifle, will also decrese the ammount of squad how pick up it insteand of a POWERFULL AR kit.

Re: Rifleman AT spawn menu

Posted: 2009-09-20 12:45
by goguapsy
Why don't we only add LATs to Insurgency? Can be used to take down technicals (its up to them to protect the vehicle) and well... there is a steady-up time so the technical guy should look around him before he shoots...