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Found 5 results

  1. Vehicle balance is a bit of a sore subject at the moment but whatever your thoughts I think it is a perfect time to look at changing the current infantry anti-tank kits and how they're distributed. What I suggest is that LAT is moved from Fire Support to a single direct combat role and a single new Medium Anti-tank (MAT) role takes it's place in Fire Support. This suggestion also assumes that the Javelin is made ready to replace the current US/GB HAT kit with the AT-4 being reverted to pre-buff power and the TBG-7V Thermobaric RPG-7 rocket is ready. The faction Infantry Anti-Tank roles would be roughly as follows: US/UK Combat Roles -LAT(1 per squad): 1 LAW and 1 Frag Grenade. Fire Support Roles -MAT(1 per squad): 1 AT4 and 1 Frag Grenade. -HAT(1 per team): 1 Javelin. Russia Combat Roles -LAT(1 per squad): RPG-26 and 1 Frag grenade. Fire Support Roles -MAT(1 per squad): RPG-7 with optic, 1 HEAT rocket and 1 Thermobaric Rocket OR RPG-7 with optic, 2 HEAT rocket and 1 Frag Rocket. -HAT(2 per team, 1 per squad): 1 RPG-7 with optic, 1 Tandem HEAT rocket, 1 HEAT Rocket and 1 Frag Rocket. Militia Combat Roles -LAT(1 per squad): RPG-7, 1 HEAT rocket and 2 Frag Rockets. Fire Support Roles -MAT(1 per squad): RPG-7, 2 HEAT rocket, 1 Frag Rockets and 1 Thermobaric Rocket. -HAT(2 per team, 1 per squad): RPG-7, 1 Tandem HEAT Rocket, 1 Heat Rocket and 2 Frag Rockets. Insurgents Combat Roles -LAT same as Militia Fire Support Roles -MAT same as Militia -HAT(2 per team, 1 per squad): Same as Militia OR 1 RPG-29, 2 tandem HEAT Rockets. These loadouts aren't well developed but hopefully they convey the point. While this does appear to give US/GB less anti-armour power keep in mind that Russian/Soviet vehicles are mostly lighter than their NATO counterparts. I think these changes would make squad compisitions more interesting by freeing one of the fire support slots and would give infantry a little more capability to engage armour without shifting the balance in their favour too dramatically. Let me know what you think.
  2. Anti Tank

    I personally think that the anti tank weapons currently are way too overpowered seeing how fast you can get killed if you are in a vehicle. anti tank weapons are heavy and are not easy to keep still for a longer period of time. I personally would like to see improvement on it, perhaps adding more weapon sway which you can stabilize briefly (like a ''really'' heavy sniper rifle), or giving missiles the chance to bounce off would solve this problem
  3. Firt I want to make clear I really have trust in the developers and I really think those guys have the potential to make the game one of the best military shooters ever. I appreciate what they have done so far but IMHO they should reconsider the role of vehicles in the game. Before you stop reading please ask yourself the question did you ever play a game of squad in which a single BTR or Humvee survived the whole or at least 3/4 of the round? Second: Do you really fear vehicles ? When you are on patrol with your squad and an enemy combat vehicle suddenly appears do you think **** we are doomed or do you even care ? Some people might share my opinion others might not but I think vehicles are more or less useless and weak except on Yehorivka and maybe Kohat Radio. No matter whether the answer is yes or no, ATM Light-Anti Tank (LAT) has some major advantages in comparison to vehicles. The main reasons are : ( If you are lazy just skip to D spawning system cause this is the most serious problem!!) It is very easy to avoid vehicles since it is not really possible to go offroad with them cause they alwas get stuck on small trees stones edges n stuff like this. So most of the time vehicles are forced to stay on roads and drive forward or backward, especially on Chora and OP First Light, which makes them very vulnerable for LAT-Soldiers. Infantry can easily go everywhere, so it is not really hard for them to avoid or even ambush them. Infantry can hide behind nearly every corner or bush, this makes it even more easily for them to avoid or destroy APCs and vehicles in general. Cause of their size it’s pretty easy to crack them with LAT. The rocket does not even need to hit directly cause HEAT has some kind of splash damage. In comparison if you are a gunner in a BTR or CROWS you have a very restricted point of view and it is pretty hard for you to spot enemy soldiers. It is hardly possible to kill an enemy while they or you are moving. Please keep in mind it is really no problem for enemy LAT to sneak behind a vehicle and attack it from a hidden position. The spawning system gives infantry the most advantage. Infantry can spawn on nearby fobs and Rally Points. So in theory a huge amount of LAT can spawn and attack APCs or Humvees with their rockets. As a gunner of a BTR or Humvee you cannot kill every f...ing single one of these LAT soldiers. Cause of the reasons I mentioned before, LAT can strike from nearly everywhere. A rally point hidden in a forest next to a road gives LAT a save position from which they can flank and attack combat vehicles, sooner or later you are going to lose your vehicle no matter how good your aiming skills are. If you lose a BTR or Humvee you gonna lose 16 - 30 tickets and a new one is only available in main. You die as an LAT-Soldier no problem !!! Your team is going to lose just one tiny ticket. Just wait 20 seconds and try another attack, the second benefit of dying is that you always start with a fully loaded rocket launcher so you do not really have to care for ammo. This is the main reason why LAT has a major advantage in comparison to combat vehicles. It is very attractive to attack vehicles because the enemy is losing up to 30 tickets. Unlike reality no one really fears the consequences of dying, the game does even encourage you to play aggressively and maybe die in an attack because each time you die you get a fullly loaded rocket launcher!! I know you can always retreat to repair your vehicle, but why should you? It takes lots of time to drive back to main base or a repair FOB and back to frontline only to be confronted with antother spam of HEAT rockets !! You are more usefull and have more fun if you go on foot. Bearbeiten Do not get me wrong I like the idea of Infantry being a real threat to tanks and APCs but in this game combat vehicles are not a real challenge for infantry. ATM they are just nice to have but they are not really game changing. They just die too quickly to have significantly impact on the game. (Possible exception Yehorivka) I suggest 5 solutions to make the game more balanced Reduce LAT-Kit to one KIT per Squad !! Make vehicles ignore small trees and bushes, increase their ability to go offroad in general Give them the ability to use smoke to cover the enemy field of view. The devs already programmed smoke grenades so this should not take that long. Give them thermals. I know this is a sensitive topic in the community and some of you may consider them unfair, but keep in mind how easy vehicles can die and how short they survive in this game. If you do not want thermals, at least increase their zoom optic so it is easier for the gunner to spot enemies. BTR or CROWS could also stay a bit out of danger with better optics. I really would like to hear what the developers think about this, it would also be cool to know what real life soldiers say about how modern military forces use BTR, humvees n stuff. It really took me some time to write these lines, so feel free to discuss but if you do please behave yourself and do only post serious comments. Thank you for reading this !!
  4. M72... A7 or A6?

    Correct me if I'm wrong, but M72A7 is the Navy designation of the M72A6, A6 being the Army designation. So the M72A7 needs to be renamed M72A6 in Squad. http://www.militaryfactory.com/smallarms/detail-page-2.asp?smallarms_id=72
  5. What do you guys think about the ability for the squad leader to reallocate one slot between non-vital specialised combat kits (which are currently Automatic rifleman, Grenadier, Light Anti-Tank and Marksman), but not for Medic kits, limited Rifleman kits or the Squad Leader kit. By this I mean that the SL removes a slot from a single one of the combat kits so that it cannot be used by any of the squad, and then gives that slot to one of the other combat kits. This purpose of this is to allow the squad some customisation to be specialised for certain situations. For example; if a squad is going to assault an enemy compound in a dense urban environment a marksman slot isn't as useful as an AR, so the SL reallocates the marksman kit slot so the squad has an additional AR, the squad then swaps out roles at an ammo box and continues on their merry way. This would allow for squads to specialise for roles like defense, assault, fire support and scouting in a simply way that wouldn't require advanced kits that are yet to come. Thanks for reading. this was just a thought I've had stewing for a bit, if there's any massive flaw with it that I've failed to see I'm sorry for everything.