explain AT too me.

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  • Thirdeyez

    #1

    explain AT too me.

    Ok so Im wondering how the heck I use AT class for being Anti-tank.
    Yes I know the DAO is a beast,yet has no range..and I have no grenades so I have no range what so ever besides my trusty side arm *cough*.

    But the AT rocket I cant figure out.
    I mean how can this thing be effective when it takes sometimes 3 shots to destroy a tank? How can it be effective when the time it takes me to reload is enough time for a crate to fully repair what dmg I did?
    How can it work if hiding after I shoot it doesnt work when APC shells can turn corners and have a dmg radius of about 20 feet it seems?
    Is it shoot crate, eat tank/apc shells respawn and try again?

    Seriously the AT rocket is a pea shooter compared to the area of effect of tank/apc rounds making hiding useless, ability for crates to repair faster then reloading, ability for rockets to not come out of the barrel sometimes (WTF is that, a sound but no rocket??)
    I played a round tonight, problably shot 20-30 AT rockets, maybe 2 kills and 1 assist..and its a completely useless class if someone on your team in the area isnt AT too..cause form what Ive seen it takes 2 people to take out a tank do to crates and utter weakness of rockets.

    And I swear to god someones gonna come in here and say "Aim the rockets its were your shooting them at"..Ok thats all fine and dandy..but I find that difficult to do in the heat of battle..I cant even get cover that will allow me to fire a second missle 90% of the time and now Im suppose to line up this sweet spot shot..I usually creep out fire a quick shot and scramble back to my alley with APC/Tank shells pounding the area I was just at as I take dmg and die.

    Also..I cant 1 shot a vodnik or jeep sometimes with the AT rocket yet Im suppose to shoot it at tanks...How about this..Im gonna pick up a TOW and carry that thing around cause its the only effective way of dmging a tank enough to run or die.

    Trust me I drive a tank occasionally, and AT guys make me giggle more then anything since the AoE of my rounds kills them most times after they shoot. The only time a team is a match for a tank is when theres mutiple AT guys firing at the same time. And you cant count on that.
    And the worse part is even if the tank does get destroyed after you die..you never get an assist, and to top it off after that tank is dead and you think you can go back to your favorite kit..BAM! tanks back do to the fact **** spawns 30 sec after its destroyed.

    All in all AT shells need a beef up, no reason a tank can sit and fight with a crate next to it with no worry. Yes a crate for dipping off and repairing or pulling up next to and repairing after a fight..but to just sit there and have shells pinging off you while the magic box fixes you right back up is hilarious.
    Come on we have all seen the tank sitting there beating are asses as shells hit it 3,4,5,6 times as he racks up kills for shooting the AT guy doing it.

    I shouldnt have to coordinate with complete strangers in a pick up game and be a class I usually dont play just so I can stop one guy for 60 seconds..cause yes..he'll be back in 60 sec with a new tank after we destroy him, and yes 90% of my team wont work together since 80% are medics revivng people in front of him and the other 20% are snipers spamming claymores.

    Before..Spec Ops was tank killers do to the ability to toss C4, now no one is a tank killers. Hardly anyone tries to C4 tanks now or even play SPec Ops since C4 tossing (for the good reasons!) was nerfed, hardly anyone plays Engi since shottys mean no range, alot play AT..yet not enough to take out a tank usually before he kills 10-20 people..
  • imported_Boots

    #2
    Re: explain AT too me.

    I agree, sometimes I shoot the hell out of a tank and it just doesn't die... some box being carried around on its back or something.

    Otherwise, just try to shoot for the front tracks; the vodnik problem ****es me off too... stupid stuff with this 1.22

    Comment

    • TheEndofWar

      #3
      Re: explain AT too me.

      I agree with you on a few points.

      1. AT rockets are underpowered. They should be more like the sniper rifles in that they inflict 95/100 damage. It should take one AT rocket and a few rounds from an APC to destroy an tank or an APC.

      2. As it is, you can shoot two rockets at a tank and get no points because someone else got in that third rocket and got the point. I think you should get 2 points for destroying the tank, and 2 points for killing the driver. There should also be a damage assist on destroying tanks.

      I do think thought that the engineer kit is great though. I have been playing it alot and getting 20+ kills mostly with mines and some shotgun action. I like the Saiga better than the pumps.

      I use the AT class for CQB and for taking out snipers and humvees/vodniks. As far as tanks, I use spec ops or engineer kits.

      Comment

      • Thirdeyez

        #4
        Re: explain AT too me.

        Oh I must say thi stho, I forgot to add..

        Engy class + paths through water (stalemate)+ choke points (Great wall) equals many mnay kills..I had 40 AT mine kills on Stalemate and 34 on greta wall..wtf is up with that lol.

        Comment

        • -=TxG=-Phoenix

          #5
          Re: explain AT too me.

          Its real ify, sometimes I can get them it two, other times it take threeshots. However I do understand your fustration!

          I have died many time as AT for all the same reasons, however I think its about where it needs to be. One shot will take a tank down 1/3 easly, two will run off most that want to live. Three will take them out unless they have something or someone that will repair them.

          If I see a tank next to a box, I try to take the box out first! That still leaves you with two shots.

          Comment

          • Thirdeyez

            #6
            Re: explain AT too me.

            I think the biggest problem is getting off that second shot sicne the splash dmg is incredible. Its nearly impossible to fire an AT rocket and flee the seen without taking splash dmg from 15 feet behind you.
            And yep, Ive been trying the box thing..and usually thats the only thing I hit before I feel the splash dmg.
            By then I respawn and try again...just funny that it has to take mutiple AT guys or mutiple deaths just to destroy a tank.

            Comment

            • Sir. Shpox

              #7
              Re: explain AT too me.

              Its a mess in gameplay, think, the choppers got nerfed because infantry couldn't take them out, they decided to make the AA strong too. Now if you make 1 shot kill tank, guess what, No one will want to use a tank or apc, no point in using armour in the game, it's unrealistic to not take tanks out and is a result of the games creation.

              Kits have lost a lot of meaning in Bf2 because of their lack of usefuless, the AT kit is just not worth it, as long is your a single AT, you will have a reduced chance of taking out armour before it takes you out even more of a reduced chance when they have a supply drop.

              Assault is similar, same as medic but you get a smoke nade and GL, not that great. Engineer is by far the most unwanted kit for various reasons. Tanks have hit points, you need teamwork to take them out. Just wish the AT kit has a weapon you could master to kick ass like the G3 or the DAO currently in its place.

              Won't be able to fix the problem unless you fixed the game. Bf1942 was where a kit had a weapon, all different, all equally good but required time to master really. In Bf2, such a thing no longer exists.

              Comment

              • Digital-Boy

                #8
                Re: explain AT too me.

                A few tips on using the AT class against armor:

                1) Use cover if available (a short hill or short wall) to make yourself a smaller target when guiding the rocket, and to let you take full cover as soon as the rocket hits.
                2) Never present a background that will let a tank or APC utilize the splash damage of their weapons. This especially goes for walls, but even lying next to a tree can prove fatal.
                3) Change firing locations. Above all else, don't be predictable. Never.
                4) With regards to tanks, go for their weaker areas (treads, rear armor) if they're exposed. If the weak spots aren't open, getting the hit is still better than nothing (usually).
                5) If you see a supply crate, destroy it first.
                6) The kit works a lot better on defense, as you might not have good cover to engage tanks on the go. Find a defendable location and let vehicles come to you instead.

                The AT rockets aren't underpowered. If anything needs to be fixed, I think it should be the rate at which vehicles are repaired by being next to supply crates and engineer-occupied friendly vehicles. That gets a bit abusable at times, but aside from that, it's fine.

                Comment

                • Chris_Redfield
                  Member
                  • Oct 2006
                  • 5986

                  #9
                  Re: explain AT too me.

                  I just read a little, until it hit me. You want a 50/50 chance againts a tank.

                  Then I stopped reading.

                  Comment

                  • |ASNL|Ragamuffin

                    #10
                    Re: explain AT too me.

                    3 Rockets? You can kill a tank that is facing towards or away from you easily with 2 rockets aimed at the tracks.

                    And secondly tanks are easy to take out if there is no supply crate or friendly engie in a vehicle next to them.

                    So obviously the problem is the rate at which a crate or friendly vehicle repairs a tank, mabie give it a reduction, but keep a engie on foots rate of repair as it is now because they are much more vunerable.

                    AT is hardly a useless class, it is good, especially when used in a jeep for hunting choppers. Also it makes a great gunner for the top of the tank allowing you to use the MG against inf and to your AT in tank duels.

                    Comment

                    • -=TxG=-Phoenix

                      #11
                      Re: explain AT too me.

                      Originally posted by 2000sDigitalBoy
                      A few tips on using the AT class against armor:

                      1) Use cover if available (a short hill or short wall) to make yourself a smaller target when guiding the rocket, and to let you take full cover as soon as the rocket hits.
                      2) Never present a background that will let a tank or APC utilize the splash damage of their weapons. This especially goes for walls, but even lying next to a tree can prove fatal.
                      3) Change firing locations. Above all else, don't be predictable. Never.
                      4) With regards to tanks, go for their weaker areas (treads, rear armor) if they're exposed. If the weak spots aren't open, getting the hit is still better than nothing (usually).
                      5) If you see a supply crate, destroy it first.
                      6) The kit works a lot better on defense, as you might not have good cover to engage tanks on the go. Find a defendable location and let vehicles come to you instead.

                      The AT rockets aren't underpowered. If anything needs to be fixed, I think it should be the rate at which vehicles are repaired by being next to supply crates and engineer-occupied friendly vehicles. That gets a bit abusable at times, but aside from that, it's fine.

                      Well said!

                      They could make reloading for the AT kit faster! Than a tank or APC would have less time to repair!

                      Comment

                      • dogfighter

                        #12
                        Re: explain AT too me.

                        I used to play AT Kit alot and have 86 Hours 3,197 kills 3,257 Deaths.
                        But I got fed up with hitting a Tank with 3 well placed hits and getting no point because either the tank would kill me or someone else would step in and take the kill away. Also because it is hard to kill a tank and the driver I think you sould get an extra point for destorying an Occupied tank.
                        Since I stopped playing AT my Stats have got much better, but that not helping the team if a tank is owning a spawn point.

                        Comment

                        • WarGimp

                          #13
                          Re: explain AT too me.

                          Originally posted by -=TxG=-Phoenix
                          Well said!

                          They could make reloading for the AT kit faster! Than a tank or APC would have less time to repair!
                          Yeah, that's about the only tweak I could see that would work.
                          And I agree with your assesment of 2000s's post.

                          I play AT quite a bit... and die with it quite a bit. I hated the kit in the begining, but it's grown on me. Most of the time, I just accept that fact that I'm on foot trying to waste a bloody TANK! It's a TANK and it should be scary! Any time you can take one down, it's something worth being proud of.

                          That said, I've gotten better at using cover to avoid return fire and holding my shots until that turret is facing away from me.

                          AT is a kit best played defensivly. Set yourself up in a place when you know enemy armour is going to drive past you. Don't break cover until you've got a good shot at his arse. A pair of rockets up his poopshoot will put him down every time.

                          I will confess, I do like RPGs more than the standard AT missiles tho. Since you don't have to guide your shots in, you can duck for cover as soon as you launch.

                          Hmm. That makes me think... Maybe a boost in the AT missile's flight speed would help matters out.

                          Comment

                          • CinC212

                            #14
                            Re: explain AT too me.

                            'Nother tip in using the AT rockets: don't aim straight at your target.
                            I *think* the warning buzzer in armored vehicles doesn't go off until the smaller circle in the scope is on them; I know it doesn't go off when the vehicle is outside the larger circle.

                            Aim away from him, take your shot, and wait 'til the missile is about halfway there (or farther on long shots, and don't try this if you're real close) to steer it into the tank.

                            Now he gets a short tone before impact, likely will be looking for you nearby while you're changing position further away.
                            Also, with less warning time they start looking for you later, sometimes miss the smoke trail that points out exactly where you are.

                            Comment

                            • dBs

                              #15
                              Re: explain AT too me.

                              2 things would fix it:
                              A reduction in box and engineer (in a vehicle only) repair. Engineers fixing on foot should still be fast though, IMHO. And...

                              ...reduced splash on APCs. Honestly the splash on tanks isnt all that big, the splash on APCs is far far worse.

                              Might help to quicken the reload time as well but thats more of a minor thing.

                              Originally posted by CinC212
                              'Nother tip in using the AT rockets: don't aim straight at your target.
                              I *think* the warning buzzer in armored vehicles doesn't go off until the smaller circle in the scope is on them; I know it doesn't go off when the vehicle is outside the larger circle.

                              Aim away from him, take your shot, and wait 'til the missile is about halfway there (or farther on long shots, and don't try this if you're real close) to steer it into the tank.

                              Now he gets a short tone before impact, likely will be looking for you nearby while you're changing position further away.
                              Also, with less warning time they start looking for you later, sometimes miss the smoke trail that points out exactly where you are.
                              Usually I dont even scope unless its a ways out anyway. I preffer to noscope it close up that way they have no warning at all. Move around and shoot a noscope from another angle and its usually over at that point. Theyre either getting out or one more shot and theyre dead (if theyre not boxed or vehicle engined).

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