The .30 cal isn't done yet(it's model and skin) so they use the .50 cal model, even when it's a 30 cal. I'm pretty sure the LMG pick up kit is supposed to be a .30 cal, but just looks like a .50. Not sure though.
It is really funny to see how long it takes to aim with AT weapons even while proned.
Reminds me of the Torpedo Targeting system of "Wing Commander". It also took ages.
The aiming speed is annoying, so is changing your aim. Say you're locked on but the tank moves 5 feet to the side. If you so much as shake the rocket, you have to start over again and wait for the reticule to center. Really really annoying.
Actually, the Panzerfaust was effective IRL at quite some range, and the number designators on the weapon denoted the range is was good for (30 meters, 60 meters, 100 meters). I have seen some excellent video of German Panzerfaust infantry firing quite some distances with the weapon.
That being said, I think that the orignal faust was indeed far too powerful. However, it has been toned down all the way to near uselessness in .61. Don't get me wrong, I love the mod overall, and now that I am used to the new crosshairs, I am happy as can be. I just have to agree that the aiming system on all the AT weapons is a little out of wack. The rapidly opening crosshairs on miniscule movements while prone is a bit much for me to take, as is the overly loopy trajectory of the Faust in general. So, I revert to using the XPacks. The Faust was unstoppable against armor in .5, and it had to be changed, but now you may as well walk up and try to beat the tank to death with it.
Hopefully, the devs will adjust this some in the next patch, but if not, oh well, it is still by far the best mod out there. Keep up the great work guys.
I think the slow closing crosshairs were put there to force it correctly being used as a defensive weapon....
You guys all got used to that weapon for hunting tanks, running after/up to them and killing them with a single shot. That is why ingame it became an insane more effective weapon then the real Panzerfaust ever was in RL. Of all the tanks in WWII that were destroyed, only a marginal number was destroyed by infantry AT weapons, bazooka included. The bulk was credited to other tanks/tank destroyers, field guns, artillery, mines and aircraft. Tanks were usually destroyed beyond infantry range. So that is how it should be ingame too, and in FH 0.6 it now is, not in the least place due to the excellent new FH maps.
When you use an infantry AT weapon properly, you must let the tank come close up to where you are, in hiding. Then it doesn't have wide crosshairs and is very accurate for it's designed range.
You can still run up to/after a tank if you insist using it in a inappropriate way, but you will have to hide a few seconds before being able to fire. The only extra thing you have to do is get used to looking for places to hide when running after tanks, and their turret starts to turn in your direction......you cant fire first anymore.....so make sure the tanks doesn't see you, untill you can fire.
Alternatively, you can still run untill you are so close the tank fills most of your screen. No matter how wide the crosshair is, it will always hit.......I have tried that myself, and as long as you do not get so close you get killed yourself it works.......a panzerfaust is not a splash damage weapon, you can get very close without getting hurt. This jappanese "mine on a stick" type attack with a Panzerfaust has nothing to do with how it was used in RL.
Maybe now you understand why 7.1 million panzerfausts were produced, and only several hundred destroyed tanks ever reported by them......
I do agree that when crouching, the crosshairs should not go inmidiatly wide from taking one sidestep, for example to clear the cover you are behind in order to fire on the tank......that should be changed, if possible.
I think the AT-class is more realistic now. Maybe it should take shortest for shrinking the crosshair while kneeing. Anyway, its much better than in 0.5. It's harder to kill tanks with a Faust or Bazooka, but they are not useless. And for the mobile 88, maybe it would be better if you could drive the truck away after positioning the Flak.
SputtyThe .30 cal isn't done yet(it's model and skin) so they use the .50 cal model, even when it's a 30 cal. I'm pretty sure the LMG pick up kit is supposed to be a .30 cal, but just looks like a .50. Not sure though.
actualy it is skinned and in game look at that Big American PT boat ...
FreakNastyI think the AT-class is more realistic now. Maybe it should take shortest for shrinking the crosshair while kneeing. Anyway, its much better than in 0.5. It's harder to kill tanks with a Faust or Bazooka, but they are not useless. And for the mobile 88, maybe it would be better if you could drive the truck away after positioning the Flak.
Totally agree , the AT is turned from a "newbie" into a "specialists" weapon. I really love the PIAT , killing tanks is much more satisfying , too bad the Nr.2 has lost a bit of his power , although 1 shot headshots still bring them down.
And the ones whining about the crosshairs , switch,hint,switch,hint.
All in all 0.6 is a much better enviroment for tankers then 0.5 , that's if they don't run into a "specialist" ;)
Switching weapons is a workaround for firing on tanks in a second, without the crosshairs going all wide eh ?
I really hope that doesn't get known too much..... :mad:
Beast of WarI think the slow closing crosshairs were put there to force it correctly being used as a defensive weapon....
Couldn't agree with you more, Beast. In real life you probably don't have to aim for eight seconds to hit a tank 15 meters from you, but this is the only way to simulate the way anti tank weapons were used in real life. They work excellently, if you use them for defensive instead of offensive role. In my opinion they are completely fine. The Panzerfaust damage is rather low, it usually takes more than one shot to take a tank out, but I heard this wasn't intentional.