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Deployable anti-tank

Posted: 2010-05-02 10:07
by maarit
from manual:

The team can have up to 2 anti-tank
positions at the same time

so is it good thing to have just 2 per team?
i have little suffered this thing,sometimes when in server the communicate is not perfect this just happens.

you take your squad with supplytruck in ubersuperplace.there is very good view and perfect place to the anti-tank placement.
but you cant deploy cos someone has deployed that in some not that good place.
and also noticed that people,if cant deploy their antitank,they come and burn without permission one anti-tank that they can deploy that in elsewhere.

im really not sure that im liking this 2 anti-tank system but what you guys think?
i know that those are superpowerfull and thats why there is just 2.

Re: Deployable anti-tank

Posted: 2010-05-02 10:29
by Rudd
i know that those are superpowerfull and thats why there is just 2.
exactly, if you need to move a AT position, get the team to destroy one.

Re: Deployable anti-tank

Posted: 2010-05-02 10:55
by Hitman.2.5
On jabal the only place the TOWs should be are at east beach unless you have the first 4 flags even then you should leave one there.

Re: Deployable anti-tank

Posted: 2010-05-02 11:01
by PLODDITHANLEY
i like as it adds another tactical element to the game, when I am CO I remember where the TOW's are and if needed ask someone to destroy any that we don't need anymore, but yes pretty hard to achieve that on a COless pub server.
More and life gets tooo hard for armour (and slow helis).

Re: Deployable anti-tank

Posted: 2010-05-02 11:07
by joethepro36
More and life gets tooo hard for armour (and slow helis).
And more and more people need to learn that armour and choppers are to be used carefully. For example choppers not being called in close to an enemy position or armour working in combined arms. TOWs are fine really, but they could do with a longer reload speed imo.

Re: Deployable anti-tank

Posted: 2010-05-02 11:18
by maarit
PLODDITHANLEY wrote:i like as it adds another tactical element to the game, when I am CO I remember where the TOW's are and if needed ask someone to destroy any that we don't need anymore, but yes pretty hard to achieve that on a COless pub server.
More and life gets tooo hard for armour (and slow helis).
yeah,its tactically good solution but its get bad when there is no commander to order squads to do the job.
in some servers its like my word against your word.
and then someone comes and burns AT without asking first.(happened me in muttrah yesterday).
also hmg get burned there without asking but that was maybe little bad place. :)
and also you are right that more tows is hell to the armor but just maybe reduce amount of ammo or zoom or something....but that is not the case here now.

Re: Deployable anti-tank

Posted: 2010-05-02 13:57
by mat552
joethepro36 wrote:And more and more people need to learn that armour and choppers are to be used carefully. For example choppers not being called in close to an enemy position or armour working in combined arms. TOWs are fine really, but they could do with a longer reload speed imo.
Unfortunately the TOW does not suffer from any of the real life disadvantages it possesses nor does armor have most of its advantages from RL that balance this equation. An even partially concealed TOW is a rock solid, immobile explosive arrow launcher. There is no map in which the missile runs out of range before you lose sight of it, and it doesn't move even a micron off target unless you tell it to. There's no need to adjust its flight to maintain a straight path.

Tanks are loud, comparably audible from over 1.5km away. None of them have a stabilized gun allowing for firing on the move in PR. They currently handle (even if realistically) like a very obese and intoxicated hippo. A miscalculation on the part of the driver will leave the gun unable to fire but able to be hit. (I don't mean the top of the tank, I mean the barrel, the shooty bit.) There is no method to correctly simulate ERA or other shaped charge attack countermeasures.

Due to the range on the TOW, it merely needs line of sight to be a vastly more effective AA emplacement then the actual AA emplacement. Place it just under the crest of a hill on Kashan 32, and the only thing that will be able to take you out will be BVR fire directed by a spotter. The angles it can traverse make it a very effective anti helicopter weapon.

Re: Deployable anti-tank

Posted: 2010-05-03 04:11
by Inca_Killa
mat552 wrote:Unfortunately the TOW does not suffer from any of the real life disadvantages it possesses nor does armor have most of its advantages from RL that balance this equation. An even partially concealed TOW is a rock solid, immobile explosive arrow launcher. There is no map in which the missile runs out of range before you lose sight of it, and it doesn't move even a micron off target unless you tell it to. There's no need to adjust its flight to maintain a straight path.

Tanks are loud, comparably audible from over 1.5km away. None of them have a stabilized gun allowing for firing on the move in PR. They currently handle (even if realistically) like a very obese and intoxicated hippo. A miscalculation on the part of the driver will leave the gun unable to fire but able to be hit. (I don't mean the top of the tank, I mean the barrel, the shooty bit.) There is no method to correctly simulate ERA or other shaped charge attack countermeasures.

Due to the range on the TOW, it merely needs line of sight to be a vastly more effective AA emplacement then the actual AA emplacement. Place it just under the crest of a hill on Kashan 32, and the only thing that will be able to take you out will be BVR fire directed by a spotter. The angles it can traverse make it a very effective anti helicopter weapon.
+1
Tow emplacements are anti-everything, including infantry. Not to mention it pretty good cover just by aiming at a target. Tow ftl D:

Edit:

furthermore, they seem to be unbelievably powerful. One shot to the FRONT ARMOR, FULL HP, killed my T72 in Kashan. Seriously? If they won't be removed, then at LEAST they should recieve a damage nerf.