Changing HAT allocation numbers

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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Changing HAT allocation numbers

Post by Celestial1 »

With the onset of deployable TOWs, I think this suggestion is even more valid now than ever:

Reduce the AT kits per team to 1 (Perhaps PLA/RUS/CHE could even keep 2, since their AT is not guided). If necessary, the reallocation time can be reduced to 5 minutes, as opposed to the 10 minute current timer (meaning a single AT kit that spawns twice as fast, rather than 2 that take longer to spawn).



The idea behind this is to encourage:
  • Use of Rifleman AT: With a need for experience to be used properly, and still being useful explosive-wise (Being able to destroy light vehicles and hamper/destroy APCs with proper shooting), it has become sort of a niche role (akin to the use of the grenadier kit-a great kit, but underutilized by players who don't practice it).
  • Give a bit more power back to heavily armored vehicles, now able to survive better off if they can avoid TOW emplacements and handheld AT.
  • Encourage sneaky dedicated AT teams: Instead of being part of the squad, the heavy AT kit would be used in small teams which would attempt to stealthily move to engagement ranges, and fire from concealed positions before moving out and disengaging with any enemies that would now search for them.

Ideas, comments, post 'em.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Changing HAT allocation numbers

Post by dtacs »

HATs can be moved, TOWs obviously cannot, so the fact remains that if enemy armor simply avoids the TOW range (assuming it is round the clock manned) then they only have one HAT to worry about, and if they just killed the HAT or their team has it, then forget about it.

The thing with this is since LAT becomes a more important asset it means more rocket spam, especially behind cover etc, which is a double-edge to gameplay.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Changing HAT allocation numbers

Post by Celestial1 »

dtacs wrote:HATs can be moved, TOWs obviously cannot, so the fact remains that if enemy armor simply avoids the TOW range (assuming it is round the clock manned) then they only have one HAT to worry about, and if they just killed the HAT or their team has it, then forget about it.

The thing with this is since LAT becomes a more important asset it means more rocket spam, especially behind cover etc, which is a double-edge to gameplay.
A strategically placed TOW, or a TOW not known of in advance, is obviously a big threat regardless of the fact they cannot move. For instance, what if on Muttrah you built your TOW emplacement looking down the two-way road that runs east-west between North and West city? You've now entirely blocked any vehicle from coming to North city, even if they know you're there they will have to work hard to get you out of the seat, or destroy your emplacement.

If the HAT dies, it's a problem-he should be working in a very small team designed to safely get the kit to the attack platform, where he would then engage the enemy armor, and then regress to a safe location immediately after firing. They shouldn't be intentionally engaging enemies out of their way, they shouldn't attract any unnecessary attention, and should be scouting for a position that will have a good view on the enemy vehicle, as well as a good escape route after firing so that they are not surrounded after the sound of the rocket is heard.

And, finally, if they're wasting their LAT on infantry, they'll be sad to have an APC roll around the corner, and will quickly learn their lesson, right? Besides that, AT is used for bunker-busting and the likes anyway, so it's not all that unrealistic, anyway. (No worse than a good grenade in the window, and only one can come through at a time...)
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