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04-17-2007, 11:29 PM #46
Re: Artillery Sqd Idea
well i see little to no need for it, considering its not a frag fest now.
The Queen
"Those who perpetrate these brutal acts against innocent people should know that they will not change our way of life,"
Atrocities such as these simply reinforce our sense of community
TheFeniX
"Guns don't kill people: effeminate men in green tunics do"
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04-18-2007, 01:11 AM #47
Re: Artillery Sqd Idea
I also dont have a huge problem with the 203 or light AT. I think the 203 might need less ammo to be more dependent on riflemen, but thats it.
As for light AT being used as a noob cannon, thats a bit of a problem. Still, RPGs have always been used in an anti infantry roll since they first came into the battlefield in WW2. Using a light AT to uproot a dug in squad, mg or sniper is totally reasonable. Noob tubing one guy because its easy is not(unless your insurgents).
Limiting light AT to the level of a support kit would be fine, but every time you limit a kit, it gives people the ability to horde it. A better answer is to make these kits more dependent on the squad as a whole so they are useless without squad mates.I kill terrorist.
I do good.
I have top score.
I a Dutch.
-AKA- Snow411
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04-18-2007, 09:31 AM #48
Re: Artillery Sqd Idea
yeah but, light at has only one round and takes a complete lifetime to rearm, so whats the harm of having a noob hit one member of a squad as long as you have backup you will kill the offender and probably revive the fallen comerade. this ofcourse excludes rpg's which have 2 i believe but they are designed specifically to hit both armour and personel, not to mention the very insurgent tactics that you surely are allowed to apply to such battles.
so i really dont see a problem with light AT the way it is either, they are useless against heavy armour, moderate against apc's and good against hummers and enemy light vehicles, but you only get one... and most people just dont use it unless told to anyway/. i dont know i just find when on the server that i get shot more times than naded or rocketed. so i dont see the problem that others are seeing. and i have put in a good few hours to this game now.
The Queen
"Those who perpetrate these brutal acts against innocent people should know that they will not change our way of life,"
Atrocities such as these simply reinforce our sense of community
TheFeniX
"Guns don't kill people: effeminate men in green tunics do"
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04-18-2007, 09:52 AM #49
Re: Artillery Sqd Idea
believe me, fragfest's do happen in PRM. there was a really bad one a few days ago on Helmand around mid day where the British did nothing but launch grenades and light AT.
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04-18-2007, 12:30 PM #50
- Join Date
- Mar 2007
- Posts
- 141
Re: Artillery Sqd Idea
Light AT/RPGs for indirect fire/clearing bunkers/houses/whatever don't bother me, being killed by one when a rifle would have been just as good is somewhat annoying, especially at close range.
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04-19-2007, 07:54 PM #51
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04-20-2007, 02:42 PM #52
Re: Artillery Sqd Idea
If you don't enjoy their tactic, find a way around it. There's always an effective countermeasure. It might take some thinking and some practice, but next time it appears to be a "fragfest", have your squad try something new to fight back.
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell
I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
Feel free to quote me. ~ Skylark
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04-20-2007, 06:00 PM #53
- Join Date
- Mar 2007
- Posts
- 23
Re: Artillery Sqd Idea
Am I mistaken, or was there not a possiblity for the inclusion of mortars in an update?
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04-21-2007, 03:25 PM #54
Re: Artillery Sqd Idea
the Dev team is going to make mortars, they have stated that. when is the question
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04-25-2007, 04:29 PM #55
- Join Date
- Mar 2007
- Posts
- 23
Re: Artillery Sqd Idea
rgr that, thnx.
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