ive been playing AT a lot - i made a new character just for AT and even unlocked the pitiful P90. i tried to like the thing - i really did - but it is inferior to the default SMGs in every way.
i am far from an 'expert' AT - either that or people boast far too much in these forums.
i get a tread hit on a tank around 1/3 of the time on a map like karkand. most of the time its far too hectic sprinting into and out of cover in alleys and behind crates on a map like karkand where there is a tank and 2 APCs camping the hotel area. sometimes i am happy to just hit the tank at all and survive, let alone get the perfect hit in the treads.
so either im not a very good AT or people who claim to consistently 2-shot tanks are exaggerating - because against good tank drivers it is near impossible to do consistently. not to mention that 2/3 of the time the tank either has a supply crate behind it or an engineer gunner repairing it, or theres an APC and a tank with engineer drivers side-by-side. there is no way on earth you can take those out with 2 rockets.
anyways, back to the point of this thread:
spec ops, nerfed as it is, is still an easier way of taking out tanks. engineers can now lock down entire areas of maps with mines. both of these classes are more effective at taking out armor.
AT can still be successful, mind you, but it requires a squad of at least 3 AT guys, a support guy (and possibly a medic) working together as a team, and that is very rare. most of the time on a map like karkand i find im the only AT guy trying to hold off the tank and 2 APCs camping the hotel spawn, and everyone else is doing their own thing... and i mainly play on 50-64 player servers.
3/4 of the time when i manage to register a hit on a vodnik or humvee the occupants have time to jump out and sprint away before it blows up. when it is in close-mid range, 1/3 of the time my rockets go right through the vehicle doing no damage at all.
the other night on karkand i was standing in the road and a humvee was speeding towards me - i fired an AT rocket and hit is dead-centre on the grille and it just continued to run me over. the same thing happened a few times with vodniks and the rockets just passed right through.
the class is called ANTI-TANK. it should be, hands-down, the most effective class at taking out armor.
as for the DAO-12 - its not that great. most of the time dolphin-diving PKM wielders in CQC will still take me out, which is bullsh!t. even if i suprise them and get off the first and second round they still have time to flop and kill me in seconds. i would still much rather take a G36E, AK, M16, or just about anything but an SMG over the DAO-12. dont get me wrong its a solid CQC weapon, but it has severe limitations - primarily range.
i still play AT because its a fun class. theres enormous satisfaction in taking out a tank, sniping someone with the AT rocket, or shootiing someone in the face with the DAO. but it is a very *weak* class. 2 other classes take out tanks better than AT, we have limited anti-infantry capabilities, the P90 is a slap in the face, i could go on and on. when i play medic or support i usually lead the round as the 1st or 2nd player. when i switch to AT i can barelly keep a 1:1 kill ratio and am somewhere on the bottom of the list. sure if i just ran around the alleys killing people i could have a better kill ratio, but i spend my time primarily trying to take out armor.
which brings me to another point. you can put 2-3 rockets into a tank and have it smoking and throwing sparks, and another AT guy, tank, assault with GL, grenade spammer, whatever touches the thing and blows it up and you dont even get an assist. AT is the most glory-less class there is: most other classes have a way of racking up points except AT. in the LEAST when you hit a tank with rockets it should take 1-2 bars of health from its occupants. this would give AT a chance at assists, and would also limit the runs of engineer-driven armor supporting themselves in an unkillable regenerating group.
i think with a few tweaks the class could be really well-rounded. give all assault kits flashbangs and give smokes to AT where theyd actually be USED constantly, and make sense. i could really use smokes to take out tanks. and not just 1, but at least 3. i shelled out $40 for spec forces, mainly for the flashbangs and G36E, and i wouldnt be upset at all if even vanilla unlock assault kits got flashbangs. assault is an underplayed class since the PKM buff anyways, there is virtually no reason to play assault anymore. a small tweak like that would 'fix' things quite a bit and add more versatility and playability to both classes.
even though it is one of the weakest classes ill still play it because it is a challenge and thus immensely satisfying when you do welll in a round with it. but id really like to hear from someone who thinks that AT is balanced with the other classes and 'fine the way it is'.
i am far from an 'expert' AT - either that or people boast far too much in these forums.
i get a tread hit on a tank around 1/3 of the time on a map like karkand. most of the time its far too hectic sprinting into and out of cover in alleys and behind crates on a map like karkand where there is a tank and 2 APCs camping the hotel area. sometimes i am happy to just hit the tank at all and survive, let alone get the perfect hit in the treads.
so either im not a very good AT or people who claim to consistently 2-shot tanks are exaggerating - because against good tank drivers it is near impossible to do consistently. not to mention that 2/3 of the time the tank either has a supply crate behind it or an engineer gunner repairing it, or theres an APC and a tank with engineer drivers side-by-side. there is no way on earth you can take those out with 2 rockets.
anyways, back to the point of this thread:
spec ops, nerfed as it is, is still an easier way of taking out tanks. engineers can now lock down entire areas of maps with mines. both of these classes are more effective at taking out armor.
AT can still be successful, mind you, but it requires a squad of at least 3 AT guys, a support guy (and possibly a medic) working together as a team, and that is very rare. most of the time on a map like karkand i find im the only AT guy trying to hold off the tank and 2 APCs camping the hotel spawn, and everyone else is doing their own thing... and i mainly play on 50-64 player servers.
3/4 of the time when i manage to register a hit on a vodnik or humvee the occupants have time to jump out and sprint away before it blows up. when it is in close-mid range, 1/3 of the time my rockets go right through the vehicle doing no damage at all.
the other night on karkand i was standing in the road and a humvee was speeding towards me - i fired an AT rocket and hit is dead-centre on the grille and it just continued to run me over. the same thing happened a few times with vodniks and the rockets just passed right through.
the class is called ANTI-TANK. it should be, hands-down, the most effective class at taking out armor.
as for the DAO-12 - its not that great. most of the time dolphin-diving PKM wielders in CQC will still take me out, which is bullsh!t. even if i suprise them and get off the first and second round they still have time to flop and kill me in seconds. i would still much rather take a G36E, AK, M16, or just about anything but an SMG over the DAO-12. dont get me wrong its a solid CQC weapon, but it has severe limitations - primarily range.
i still play AT because its a fun class. theres enormous satisfaction in taking out a tank, sniping someone with the AT rocket, or shootiing someone in the face with the DAO. but it is a very *weak* class. 2 other classes take out tanks better than AT, we have limited anti-infantry capabilities, the P90 is a slap in the face, i could go on and on. when i play medic or support i usually lead the round as the 1st or 2nd player. when i switch to AT i can barelly keep a 1:1 kill ratio and am somewhere on the bottom of the list. sure if i just ran around the alleys killing people i could have a better kill ratio, but i spend my time primarily trying to take out armor.
which brings me to another point. you can put 2-3 rockets into a tank and have it smoking and throwing sparks, and another AT guy, tank, assault with GL, grenade spammer, whatever touches the thing and blows it up and you dont even get an assist. AT is the most glory-less class there is: most other classes have a way of racking up points except AT. in the LEAST when you hit a tank with rockets it should take 1-2 bars of health from its occupants. this would give AT a chance at assists, and would also limit the runs of engineer-driven armor supporting themselves in an unkillable regenerating group.
i think with a few tweaks the class could be really well-rounded. give all assault kits flashbangs and give smokes to AT where theyd actually be USED constantly, and make sense. i could really use smokes to take out tanks. and not just 1, but at least 3. i shelled out $40 for spec forces, mainly for the flashbangs and G36E, and i wouldnt be upset at all if even vanilla unlock assault kits got flashbangs. assault is an underplayed class since the PKM buff anyways, there is virtually no reason to play assault anymore. a small tweak like that would 'fix' things quite a bit and add more versatility and playability to both classes.
even though it is one of the weakest classes ill still play it because it is a challenge and thus immensely satisfying when you do welll in a round with it. but id really like to hear from someone who thinks that AT is balanced with the other classes and 'fine the way it is'.
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