AT squad

I would like to talk a little about AT squad, I have always loved playing this role in games, but in the enlisted there is something wrong, it seems that this class is missing something.

my standard scenario of playing this class is that I first look for a target for a long time, which often ends in death as a result of encountering an enemy, and when I manage to see the tank, the matter is either complicated by the topography of the area where I cannot take a clear shot or I shoot and I just miss time and time again because the tank is so far away.

I would like to take your tips on how to play this squad more effectively and propose changes that seem completely reasonable and appropriate to me.

Suggestion

when an AT soldier wields rocket launchers, during ADS markers show the distance of the target, this will allow you to select the ranged sight appropriately.

when an AT soldier wields an anti-tank rifle, the penetration indicator simply appears, just like in tanks and AT guns.

it would also be quite good if the AT engineer could build some improved anti-tank fortifications, better anti-tank hedgehogs, etc.

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Rocket launchers lack the grey impact marker that e.g. tanks have, it’s a major oversight. Just makes it much harder to learn the class, it’s the same as has been discussed on this forum with bombs.

With the Steam launch upcoming, it’s high time for these beginner-friendly aim markers. Veterans already know where their rocket/bomb will land and this high skill floor makes several weapons/vehicles inaccessible to beginners.

I disagree. I thinks it’s nice that we need a little skill. I even want them to remove the marker from tanks and planes, or at least provide that as a settings option for those that want to have a little more skills.

I don’t think we need new hedgehogs. I think the issue is they are niche. Most of the time people use them basically like sandbags.

There aren’t a lot of opportunities where they can actually do their job because most maps are large and open that you can drive around them. Even then there isn’t really that much of a point of blocking one road or street in the game’s current state if you’re always just fighting for one single objective always moving forward and the vehicle spawns are always shifting

I also want to say that like many things I wonder if their true potential could be realized on say a gigantic map+mode where routes are important and the battle is fluid and dynamic

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I want pen indicator for AT rifles unless whole pen&drop indicators were removed.

markers showing distance would be quite fun, you’d still need to adjust your sights, both tanks, cannons and AT weapons. It’s better than drop indicator.

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Personally I like to track the tank, it gives the option to flank for an easy TNT/explosion pack kill. If that just isn’t an option… I’ll continue to to hit the turret were it meets the hull. Normally if I try, I can disable the turret enough it make it pretty much useless even if it can still fire. If the tank is facing away, I’ll go for the engine compartment first then work on finishing it off.

The reality is we expect AT to be able it do what you expect it to do. However, some of these tanks can take an abnormal number of hits. Its better to disable with the rocket, then get your explosion pack or TNT to finish the job. A tip with explosion packs is to throw them underneath the back side of the tank. Normally that’s a kill on some of the more armored tanks, but if not, it should at least do plenty of damage to the engine compartment.

Gray zone tanks are pretty much going to be the main difficulty for an infantry squad to kill. If terrain doesn’t allow a long range rocket shot… Unfortunately your best bet is a plane… I don’t care to play planes, but sometimes you just got to. Spam the marker button in the area you think the tank is until it gets highlighted. If a tank is hard gray zoning and I know I’m probably going to get shot down, it’s getting the kamikaze treatment. Be sure to release bombs right before hitting the ground.

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grey zone example: one of the new pacific maps,the first capturr point its a bugged chief house in where you can kill everyone with tank or artillery call,tanks stay in grey area its so anoying

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That’s a pretty bad one because the tank can shoot the point soon as it spawns. It’s not an easy one for sure. Planes are about the only way to deal with it. Even other tanks can’t get a shot on them, and putting down an AT emplacement in a useable position is also impossible.

i’m not sure if this would lessen or worsen the issue of grey zone camping. Either way, I don’t think being able to snipe tanks from such long distances that easily with something like a panzerfaust would be that good of an idea. A counter-suggestion from me would be to give binoculars a use for once by giving them the functionality of distance-gauging, so when you ADS with them you can precisely see the distance from you to any marker placed by you or your teammates. Once you mark the tank using your binoculars, you remember the distance, switch over to the AT weapon of choice and set the target distance on it. I feel this would be a better, more realistic, non-op way to go about this

I for one feel that penetration indicators should be completely removed from the game, for tanks, AT guns, everything. It’s too easy to exploit. Being able to shoot a tank that you wouldn’t otherwise see because it’s sitting behind a bush or something, but you know it’s there because of that indicator is kind of BS. Not to mention that removing them would make tank duels a lot more tense imo. But yes, if the indicators are to stay in the game I don’t see why you wouldn’t have them on AT rifles.

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sounds good!

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So, I know someone is going to get angry with me for chiming in on this, but I’d like to note:

The AT squads generally work very well, WHEN THE TANKS PUSH FORWARD.

The PROBLEM is that right now, tanks can’t really do so with explosive packs being so prevalent.
Even with infantry pushing up with the tank its far too easy for someone to pop around a corner, and lob an explosive pack that one-shots the tank.

I would like to point out that the AT launchers even take FAR more precision to kill with. Now don’t get me wrong, I’m not saying that we need a buff for AT launchers, because we don’t. They are actually sitting at a good spot for the most part.

I’m asking for the reduced effectiveness or the removal of explosive packs so that the game can play out much more as intended. Where AT soldiers (with ATR and launchers) are used to ambush enemy tanks as they push in.

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I don’t have that much of an issue. Make sure you mount the gun on a surface. Take a shovel and manipulate the terrain if you can. Blow the tank skyhigh if you can but if not you should disable its parts then finish with an EP. The most difficult shots are the long range and I’ll still usually damage them.
If you die too often, have your squad place a bunch of AT mines on roads. I’ve gotten 9 vehicle kills in one match using this technique.
Anything else I’m missing? Tell me if I am. I usually run the rifles instead of launchers.

AT squads certainly need something, i think your idea of a better/more powerful AT gun compared to engineers is needed. Problem is every squad is an AT squad in this game, and you can even outfit virtually any squad with a single AT man which is in 90% of cases good enough.

it amazes me how devs managed to make AT class&soldiers so irrelevant in a mixed combat arms game, most of the time I just damage the tank so that someone with explosive pack can finish them of which should be exactly the other way around! It wouldn’t matter as much if at least the points system was changed so I wouldn’t lose out on it.

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This is my point. It would be one thing if Explosive packs were ONLY able to punch through 15-20mm of armor, which means only effective against APCs, really light tanks, or tracks of tanks.
Which honestly is what needs to be the case at the very least.

The problem is there are a bunch of run-and-gun players that the devs are listening to (for some reason) that just want fast paced, full auto, infantry warfare. They don’t want to be “slowed down” by something that requires anything other than their “meta” loadouts.

Tanks are supposed to be something that is an actual OBSTACLE on the field, and requires specific counters.
Instead, explosive packs are carried by everyone and are generally more effective than over half the stuff that the AT soldiers specifically carry.

ALSO, if they were used to disable tanks, players still have the OPTION to carry TNT charges, allowing them to kill the tank still, but they actually need to get right up next to it to do. Which, if the tank is moving up with friendly infantry, should be more difficult to do.
INSTEAD of just throwing a grenade out a window and one-shotting it.

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never ending problem, I really hope we’ll get our own game mode someday