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Remove TOW, add Light-AT
Posted: 2010-04-06 01:13
by Dev1200
^Title.
You can basically put a tow up at any choke point and destroy any vehicle in one hit.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 01:15
by Hotrod525
Dev1200 wrote:^Title.
You can basically put a tow up at any choke point and destroy any vehicle in one hit.
Is not the way it should be ?

Re: Remove TOW, add Light-AT
Posted: 2010-04-06 01:16
by Howitzer
Sounds like someone who's round just got wasted by a TOW.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 01:18
by Dev1200
I was on a TOW on jabal and sniped every vehicle coming from across north bridge at the beginning of the round, and found how overpowered it was.
Either that or reduce them to 1-2 per map. Or Reduce ammo/reload speed signifigantly.
Also, are vehicles that overpowered to have something added to overpower every vehicle?
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 01:34
by rushn
they are supposed to be engaged with inf and they get destroyed by inf since it is a static target with almost no protection
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 01:37
by Psyrus
Haven't had an issue thus far, but then again I much prefer infantry + armour working together, especially through communication. It's true that the well placed TOW can easily decimate the
first piece of unknowing armour, but as soon as that happens, just send an infantry squad to neutralize it [guy on TOW], roll the armour in and the firebase is down

Re: Remove TOW, add Light-AT
Posted: 2010-04-06 01:38
by Rissien
You know if they were smart, after the first vehicle got towed, they of just had some infantry shoot you off the tow. If they just kept sending vehicles at a two, its their own damned fault.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 01:42
by Dev1200
The tow was in the mountains so it could just see if a vehicle was going across the bridge.
The problem was that they couldn't bring vehicles, no matter what. If infantry tried to come get it, the tow would just snipe the infantry. The blast radius is giant.. thats another reason why it should be LAT instead of hat. Less explosive damage, so infantry don't get wrecked by it.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 01:59
by Tim270
The problem is not the TOW's damage but the amount of ammunition it has and maybe the reload time. Simply try to coordinate with infantry to move in-front of the armour to try and clear possible TOW's out. Anyone who is good/used to driving anything in PR is likely to know most of the usual TOW spots and avoid or counter them.
However, I do agree that there should be less splash against infantry, it should be a hard counter to any vehicles, but not an area denial against troops.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 02:01
by chrisweb89
Ya the TOW is very effective against infantry too and if you miss your first shot on the TOW gunner as infatry say hello to a TOW in the face. I think less ammo and a longer reload time would balance it out a lot better, and make users care what they engage.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 02:03
by Howitzer
That would be the same issue with tanks ?
The tank can 1-shot the TOW too.
I think its a case of really well placed TOW and bad opponent communication.
If i was the commander of the other team , i would look for 3-4 separate covers and send the infantry in equal numbers into them at the same time. As soon as the bridge is smoked , hurry up a Firebase and thats it.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 02:06
by Dev1200
It's still numerous (3-4 per map? :S) and if it was LAT then tanks would have a better time getting around a map instead of being worried about a TOW emplacement. It's difficult enough as it is with all the HAT.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 02:41
by Tirak
Seems like a failure of the team. There are plenty of kits capable of removing the TOW from the equation, the first that comes to mind given your claim of being able to easily snipe the infantry, is the Grenade Launcher, which doesn't require line of sight. The second is the marksman, have him hang back while the rest of the squad acts as a decoy, the third is both LAT and HAT kits, LAT is harder to use, HAT takes longer to set up.
Again, failure in tactics, not the asset.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 03:18
by Tim270
Howitzer wrote:That would be the same issue with tanks ?
The tank can 1-shot the TOW too.
Well the problem with that is the man in the TOW can hear the tank at any point it moves and know exactly where it is, only once the TOW has shot is it likely to reveal its location.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 11:32
by killonsight95
Dev1200 wrote:^Title.
You can basically put a tow up at any choke point and destroy any vehicle in one hit.
I don't get your suggestion here its more of a statment.Are you suggesting to put a stationary L-AT to replace the TOW at the firebase? the whole point of a L-AT is that it is a light portable wepon and it can only take out light vechs, a firebase already has this campability with the 2 50.cal placements.
Although i do see that TOW's are over powered, the ammo count should lowered to about 4-5 and re-load time increased to about 20-25 secs however i think one well placed marksmen shot will disable the TOW and allow you to take out the firebase as long as their 50.cals arn't manned.
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 11:42
by Tannhauser
Sounds like some occasional ranting going on here...
Leave the TOW as it is. Why nerf something just because it's effective and used well?
The other team should have tried to adapt. If they couldn't attack then FFS they should have stayed back at burj rather than keep rushing upwards. And if it was north bridge, then APCs should have been able to easily contort from the west.
If something is there killing you whenever you go closer and you can't kill it : Leave it alone.
Also, MEC could call artillery on that TOW too. It's there especially for these kinds of situations.
Please, don't nerf things again..

Re: Remove TOW, add Light-AT
Posted: 2010-04-06 11:46
by killonsight95
Tannhauser wrote:
Also, MEC could call artillery on that TOW too. It's there especially for these kinds of situations.|
why waste arty on something one bullet can do, this is what s sniper team is for guys! they are usful sometimes and with the TOW now in place a sniper team is usful once again
Re: Remove TOW, add Light-AT
Posted: 2010-04-06 13:30
by TheOldBreed
Tannhauser wrote:Sounds like some occasional ranting going on here...
Leave the TOW as it is. Why nerf something just because it's effective and used well?
The other team should have tried to adapt. If they couldn't attack then FFS they should have stayed back at burj rather than keep rushing upwards. And if it was north bridge, then APCs should have been able to easily contort from the west.
amen
