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Showing results for tags 'anti-tank'.
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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.
Just saw the latest news from the devs on what they are doing with the inclusion of tanks into the game, and I gotta say I am completely taken back by how detailed the tanks look!!! Now that we know more about the tank development, what can we expect on counters to tanks in the game? It seems that the tanks are going to mainly be on the insurgent, militia, Russian, and British forces. I'm sure they won't leave the American forces naked on the battlefield without a tank so I assume they will add one for them as well. What kind of heavy anti-tank weapons do you think we will see coming in addition to the new tanks? My guess would be a Javelin for the American forces and maybe even a TOW system for FOBS, The MBT LAW for the British forces along with the TOW system as the US and Brits sometimes share weaponry, and of course the RPG-7 Tandem for insurgent and militia forces, and an RPG-30 for the Russian forces that's their modern Tandem round. Those are only ideas I have on which ones I would like to see on the battlefield, let's hear what you guys think should be implemented in the future!
Aniallator posted a topic in Feedback & SuggestionsCurrently Squad has three kit groups; Command and Support, Riflemen, and Fire Support. With the kits in-game right now, this system is fine. However, eventually we'll start seeing kits like heavy anti-tank, engineer, anti-air, machine gunner, possibly even sniper. These kits are very specialized, very powerful, and should be extremely limited... so how to implement that? Simple. Put these kits in a fourth kit group, "Specialized". A squad would be limited to only one Specialized kit, and for someone to use it, the SL would literally have to approve it for them: if no one else is using a Specialized kit in the squad and a player opens the spawn screen and clicks a Specialized kit, they would not receive it, as first a popup would appear for the SL, saying "Allow PlayerXYZ to use the [whatever Specialized kit the player clicked] kit?" The SL could then click yes or no. If yes, the player is able to select the kit the SL approved for him (and not any other Specialized kits). If no, the player keeps his current kit. With this system... Kits like HAT, AA, MG, etc are limited to one such kit per squad. Players literally cannot use such a kit without the SL's approval. Solves the "Sniper Problem".
Pootin posted a topic in General DiscussionFirst off, I'd like to borrow an idea that Morbo had suggested in another thread, and that is to introduce a medium anitank (MAT) kit. This is all along the lines of making tanks deadly and antitank weapons adequately deadlier while promoting teamwork in taking them out. I'd like to see LAT: dumb-fire - short/medium range - single stage warhead - scoped/unscoped - limited to the maximum number of 6-man squads per team.MAT: dumb-fire - medium range - tandem warhead - scoped - 1 per team.HAT: SACLOS/fire-and-forget (balanced by a long lock-on time) - long range - tandem warhead - thermal sights - 1 per team.Almost all armies deploy those 3 classes of AT weaponry at company or battalion levels, which the game would represent, seeing as each side usually has around 500 tickets. The limitation on the numbers and availability might be unrealistic but must be there for gameplay balance. Now as for vehicles, I know it's too early to talk about tanks and IFVs but here's what I think anyway. Transport/Utility trucks: vulnerable to small arms fire - dies to 1 LATHumvees et al: invulnerable to small arms fire - set on fire by 1 LATAPCs: vulnerable to 12.7mm rounds except on the frontal arc - disabled by 1 LAT - dies to 1 MATIFVs: invulnerable to bullets - tracks vulnerable to LAT - dies to 2 LAT - disabled by 1 MAT - dies to HAT - could have slat armor which would completely disable a single stage LAT warhead/causes MAT to behave as a LAT/causes HAT to behave like MATTanks: optic equipment on top of the turret vulnerable to 12.7 fire - tracks not vulnerable to LAT - has ERA which could detonate by LAT causing no damage but exposing its underlying base armor/penetrated by MAT causing a non-catastrophic hit/penetrated by HAT disabling the tank/if MAT hits a non-protected segment it behaves like HAT/if hat hits a non-protected segment it kills the tank immediately. (all this would add an element of teamwork between AT soldiers)As for the distribution/number of panels of ERA and cages and their behavior when struck, I think that requires some discussion of its own. Comment away.