deject
Got His War On
+37|6766|Golden, CO

cpt.fass1 wrote:

Yeah I have the same problem with the AT but it is fine the way it is. Main problem is when you get to engineers palling around together it takes forever to kill them, if they made the reload time faster it would be a more usefull kit. Then there's allways the lag between serverly hurting then killing, which always gives the driver a chance to hop out and run away.


One tow and one AT will kill anything.
Yeah the reload time is pretty rediculous.  It takes like half a second just to start reloading the damn thing  after youo've fired.
deject
Got His War On
+37|6766|Golden, CO

Terrible_chester wrote:

I sux at this kit so I guess I agree with the OP. To me the guns suck, and the Rocket is only useful against infantry. HOWEVER, I have run up against MANY a player who use this kit and use it very well, they hop around like 1.2 never hit and take out guys with PKM's blasting away at them. They seem to have some kind of aim bot to always hit the weakest points on a tank or apc. I guess it is a kit that just requires alot of practice, or the right type of player to be effective.
Maybe if you spent some time playing something other than support you'd learn where to hit tanks and APCs.  I mean, you don't have any other kit to 10 hours man.  Anti-Tank can be super effective if you bother to take like 5 minutes and search.  The other part to being a good Anti-Tank player is knowing how to minimize your exposure to the tank or APC.  You have to take advantage of the fact that you're smaller than the tank and you can go places where they won't find you.  Tanks that don't know you're there are prime targets for fast killing.  Even if they see the smoke trail from your rocket, if they didn't see you before the rocket hit, they should be completely confused as to where you are and where to shoot.
unnamednewbie13
Moderator
+2,053|6764|PNW

Ilocano wrote:

cpt.fass1 wrote:

Looked at the help site and I haven't been able to find that point
TOW.  Tank threads.  Front.

TOW.  Tank underbelly center.  Gotta time the angle, but plenty of maps/places you can do this.


Regarding AT, yeah, I can't count the times I've tried being the stupid lone AT hero trying to keep a tank from capping a flag.  Play cat and mouse, and someone else shows up and takes the kill.
You forgot: between the turret and body = instant kill, as the physics will make the shell hit two or three times. Especially useful against M1A2's, from the rear.

Last edited by unnamednewbie13 (2006-04-27 00:06:07)

Duckeh
Member
+3|6647|Middle O' England
I Started playing this game as medic an moved on to another kit after one too many games of being called a statpadder and points whore after Karkand matches. I'm now always particularly pleased when i get golds as AT (now my most used kit) because there's no extra special way of getting points.

Also this is the only kit other than maybe Sniper where i find myself using EVERY piece of kit that you get with it: Knife, pistol for accuracy, DAO 12 for close quarters (can't do P90), AT rockets for absolutely everything else... including clan members to suddenly make ventrillo liven up with calls of n00b t00ber ! ! !

Last edited by Duckeh (2006-04-27 00:15:15)

washow
Get out of MY JET!!!
+23|6704
forget the +2 point with hitting system and just beef up the freaking anti-tank kit

3 hits to anywhere on tank for kill and maybe 2 or 3 hits for apc
GermanLegionaire
...performing headshots!
+46|6577|Hamburg / Germany
i play the at kit only when i play with buddies. otherwise it is just frustrating to get pwend... check secretsofbattlefield.com for the best hit zones on a tank or apc. i don't use the rocket for infantry and pretty much suck with the submachine gun or pistols, guess thats the reason i don't play at kit much.
bf2_zspyvin
Member
+17|6677|The Netherlands

banksd1983 wrote:

My clan runs a 44 player 24/7 Karkand 32 player sized map and I'm known in the clan to be the armor whore.

My opinion on AT kits? annoying, that's all. Though 2-3 hits by a few AT guys will take me down, unfortunately there never seems to be a group of them, allowing me to repair before the next one comes back.

I'm more afraid of the Spec Ops guys than the AT guys.
True

Sometimes i create a squad in Kark called : AT ONLY and than take a walk and take a look for some tanks MUaaa. (and offcourse 1 med. for some dumb actions)
Spearhead
Gulf coast redneck hippy
+731|6682|Tampa Bay Florida
If you ask my opinion, I think the AT rocket should be a two-shot armor kill.  Either that, or else it should have at most a 2 second reload speed reduction
Kamikaze17
Over the line!
+70|6741|Mark it zero.
honestly i think that the AT rockets are fine the way they are, you just gotta figure out the best spots to hit. i know at times it can be really hard though. which is one reason why you want to play with other people and work together. there is usually always 1 or 2 people that will work together as a team which definitely helps.
unnamednewbie13
Moderator
+2,053|6764|PNW

washow wrote:

forget the +2 point with hitting system and just beef up the freaking anti-tank kit

3 hits to anywhere on tank for kill and maybe 2 or 3 hits for apc
It already is that easy.

What other mobile infantry weapon can so easily take out choppers, armor, transports, AA, GD, and even Essex turrets? None. Work on your aim and target leading, and it's even a viable sniper rifle. Sit somewhere with a supply buddy and you can rain constant, unceasing explosive death upon the enemy.

Last edited by unnamednewbie13 (2006-05-03 23:57:44)

mikkel
Member
+383|6593
The 4 hit tank kills can be really annoying. APCs are just fine, but I'd like to see them lower tank armour vs. AT rockets just a tiny bit, so you'll get three hit kills more often without having to aim for it. Do that, add a kill damage assist on vehicles and throw in two AT mines for the AT kit to compensate for lack of grenades and it'll suddenly be useful for its intended purpose.

Last edited by mikkel (2006-05-04 03:35:21)

DexterBelgium
Member
+3|6641
I just wanted to post a thread on the exact same subject. My idea would be just a +1 team point (or maybe +2) for a DESCTRUCTION (i.e. KILL) of an occupied enemy armour vehicle (i.e. Tanks and APC only).

This is imho one of the greatest services you can perform for your team, and it gets NO points, none. AT is rapidly becoming my favorite kit, in view of all the honour (read, senseless dying for the glory of the blown up tank), but it freaks me out that I seem to play no role of value to my team. This would also give new meaning to the AT badge (which could be linked to armour kills).

I would really like them to implement this
antin0de
Member
+44|6659|SL,UT
AT is my favorite class for 2 reasons:

1. I hate armor whores.
2. Shooting down choppers is fun.

I wish AT would've gotten mines too, though.  Or grenades, at least :\
flyingsquirrel3
Member
+8|6595

topthrill05 wrote:

I think this is a very good idea. I never play Anti-tank because it seems high point rounds just don't happen with that kit.
ermm, liar, looks like you never played AT on wake, guys are always in cars or trucks, you get them to try ram you, and missile on them, and 1 shot kill. I had a 90 points round being AT, no commander, no tank whoring, no plane whoring or all those crap, and it was a almost full 64 slots server.
jonnykill
The Microwave Man
+235|6672
I wish the anti tank dood had some smoke grenades . Good for confusing tanks . I never , ever used them when I was assault class . ok maybe once when I threw it at someones head to get thier attention
Flecco
iPod is broken.
+1,048|6657|NT, like Mick Dundee

Tyferra wrote:

I like playing AT every now and then. One of the more satisfying things in the game is exploding a veichle wth an AT rocket, especially if it's moving and you curve around the roccket just right and hit it in the backside.
It is tough, but I suppose it's a bit like Sniping, be at the right place at the right time, conceal yourself and aim for the right spot.
I do the opposite... One of my friends follows me as a medic, alot of tank drivers get rather pissed when the same AT keeps on hitting them, no skill to it, just suicidal play ....
Whoa... Can't believe these forums are still kicking.
unnamednewbie13
Moderator
+2,053|6764|PNW

If you can find a dead support guy in an isolated area like a hillside or a roof, and have your AT kit with you, you can cycle through the two dufflebags, always keeping spare ammo alive.

But better yet to have a support squad leader acting as a spawn point and a supply crate all in one package.
JackRussel1
Member
+3|6564
I think the kit would be more popular if it just had a better gun, the little MGs suck, give us a ak-101 and M16
137[CSi]
Headshot Specialist
+104|6829|Woodland Hills, Ca
anti tank kit gets armor, and its probably the only kit I can jump down from somewhere high that normally costs me half of my life bar little to nothing using the AT kit.

i can last in a gunfight longer granted I have the ammo to back that up, and the mp5 quickly became one of my favorite weapons in bf2. Also the ability to use the grappling hook in special forces just makes the anti tank kit bad ass, you can avoid claymore and c4 hell capping the tv station in whorelord and grapple up to places tanks cant bank a shot off of if you're smart.

I think they need to incorporate zip lines and grapple hooks in vanilla since we can use flashbangs in vanilla so the anti tank kit seems more rounded out. Would be more fun to play if I could grapple up onto stuff and take out tanks from a safe distance.
Marinejuana
local
+415|6577|Seattle
i love AT
MrE`158
Member
+103|6615
It is a bit harsh on the AT kit that taking out armour (which I think is what they're meant to do, right...?) is so tough.  At best, with some skill and a bit of luck you have to hit a tank twice with a really slow-moving weapon that gives away your position with a fat-ass smoke-trail, and it takes forever to reload too.  I'm all for people operating in focussed squads, but you shouldn't have to triple-team a tank with AT guys to take it out.

On the other hand, the AT kit is probably the most versatile.  There is no situation that you don't have an answer for, really.  At long ranges you can use the rockets or even your pistol, and you can deal with armour from a distance, which no other kit can.  You can take out choppers, and even jets (try camping as AT over an enemy airstrip, one rocket turns a jet into scrap).  When the going gets up-close and personal, there are few weapons better suited to close-quarters-combat than the mighty DAO-12, and even the SMG's, while the weakest category of weapon, are still not too shabby when you've got it in someones face.

Only the Spec-Ops guy is as versatile, being able to take out any kind of enemy target, and he doesn't have body armour, and has to get literally within arms reach of a vehicle to C4 the thing.

By the way, it's a great kit to try and get your pistol badges with.  The armour really helps, and you can use your rockets to persuade people to get out of their tanks so you can riddle them with 9mm rounds.
IRONxWyvern
Member
+14|6833|Atlanta, GA
What would be nice if EA would award a Kill Assist for Tanks killed after you have reduced the health on the Tank with your AT Rockets, but it won't happen.  I really don't care who gets the kill for the tank/APC as long as the Bastard is dead.
deniZen_zero
Member
+7|6659
In defense of AT class:

I agree that in "ground pounder" maps, the AT class is a bit overmatched.  However, it is my class of choice for bigger maps like Dragon Valley, Fushe Pass, Daquing, etc. where everyone is running around in a vehicle.  In general, it does take a little more skill to play AT well because you have to get closer to other infantry for your regular gun to be effective, but that skill comes the more you play it and get used to it.   I don' t know if everyone on this thread noticed, but in the last patch they upgraded the AT sub machine guns from 600 to 900 rpm, which really makes a big difference IMO.

In short, there's nothing quite like blowing away an attack chopper trying to cap a flag...or guiding a rocket into a snipers head...or blowing up a whole squad in a speeding van...or many other exciting ways to own your opponents.  Don't deny yourself these simple pleasures by ignoring the AT class.
smk_valvanite
Member
+12|6668|New Zealand, CHCH
At kit was the first one i started with on bf2, and i thought it was great when i got the da0 upgrade, but it has brought my kd ratio significantly since playing,

ive got around 72 hours on it, and i just cant bring myself to use it anywhere else except karky, the dao is to crap to use anywhere else, and the rockets takes to long to load,


i myself would like to see some kind of points system come up fpr at kit, every other kit gets extra points for certain things, cept sniper, but im sure that a lot of snipers kd ratios are a bit better than AT because they are hardly seenm, unless running into posistion
Bellasadda
Member
+0|6595|Austin, Texas
At is the most flexible class in the game. It may not be a super high scoring class, but it gets you consistent solid scores which add up.

Besides, I killed two APCs from mid air last round in warlord. Can't do that with any other kit.

And killing choppers kicks ass.

Extra points for Armor kills would be cool, but it's one of the best kits already.

Last edited by Bellasadda (2006-05-08 15:19:30)

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