...are all woefully underpowered. Just half an hour ago or so, I hit a T-34 square in the side with a Panzerfaust from about 10 feet. I didn't even get some smoke. According to my source the T-34 should have anywhere from 40 to 60mm of armour on its side, and the Panzerfaust 30/60 can penetrate about 200mm of armour.. so, what the hell? I've noticed this a lot with these weapons. Another game I had, I hit a Tiger in the side with the Panzerfaust - and again, no smoke, when it should have easily penetrated the 80mm side armour. This has happened with StuG's and Panzer IV's and etc etc, and frankly, it's annoying, and needs to be changed! Pronto! On the same subject, the Panzerfaust was often used during the war as a gigantic grenade, ie, shot through a window or a door to blast out the entire floor of a building in a cloud of dust and shattered cement. Is it possible to give the Pfaust a huge splash damage radius like that, but still have it that it'll only do damage to a tank on a direct hit? If that is possible it needs to be done. So, what are the chances that all of this will be fixed?
Different people, different experiances... I´ve killed a T-34 many times with a single shot of an AT weapon. Open a single player game and try out the hit-zones there, because a lot of wrong perseption is caused by internet latency...
keep in mind that they are nerfed too, they don't penetrate 100%
well thats fair, as people are restricted from putting countermeasures on thre tanks. Also, if crews opend there hatches the efffectivness of the blast is greatly reduced as the pressure spike from the hot gasses is stymied, but we dont get the option to do this. (if its even possible). Also, even a succesfull hit would usually just kill/injur crew and no be very unlikey to detonate ammo storage in a big explosion. If the war head don'ts hit square on the effective penetration will be reduced as well, and im not sure if this implement either. THe one area I agree they are nerfed is the range, which is much lower due to the scaling down of ranges (something that effects other weapons as well)
There is no Panzerfaust 30 in the game currently. It was misnamed as the Panzerfaust, it is called the "Faustpatrone 30". Different warhead, same basic idea though.
They do indeed seem underpowered. However, take into account the lack of a hitbox over the treads. Kind of lame, but if it was there, driving would be impossible.
IMO: Having the crew injured or killed by being hit from a tank/at gun shell or anti tank rocket would be great! Most tanks were knocked out by doing this rather than totally destroying the target.
i would like range, smoke, fragmentation and backblast fixed.
for instance the bazooka stopped burning fuel before it left the tube, except in cold weather (which then burned the operator), and neither did the panzerfaust. the panzershcreck however, kept burning for 2 meters after leaving the tube. please study the following videos, and compare to attached screenshots: Panzerschreck Panzerfaust modern RPG screenshots are panzerfaust 100 on breakthrough.
when you study those videos you will also notice that the explosion should not be joked about, and even though the weapon is shaped charge it will still explode properly. not all energy is put through that tiny little hole in the tank/ground. i came with images in a different thread supporting that point of view, including a short gif-animation of how a HEAT-grenade works. if you've watched CNN lately you might also have seen the clip where americans fire a LAW into a building at some distance to clear it of enemy soldiers.
the range cited, for instance in the panzerfausts is practical range, at which the weapon could be fired with a flat trajectory against a stationary or moving target. with parabolic trajectory they could reach a lot longer. accuracy of the panzerfaust 30 during trials was 5 out of 5 hits at 30m against a stationary T34. panzerschreck during the same trial was 3 out of 12 at 100m.
backblast was very significant, and could be added by adding a shotgun firing the other direction, firing smoke particles and "bullets" that bounce off walls and ground. the closer you stand to a weapon fired the more hurt you will get. TTL would not be long on the wounding particles, though, and they should not do damage to jeeps or similar. note, however that the recommended position to fire the panzerschreck was prone! simply by twisting the body relative to the tube you would not burn yourself! this would improve gameplay, because the AT-weapon would still be (at least) as powerfull as it used to, but the user would have to be more carefull, thus making the life of tankers easier without forcing the fauster to go search for another faust after poking a tank. backblast, faust 6-10ft more detailed, 3m lethal
other comments on the screenshots: the grenade from fausts and piats fall very, very, very, very slowly. as if they've got a chute on them. also the repeating sound is a bit annoying. when firing them vertically the grenade falls down bottom first - looks a bit odd.
This is a quality post, congragulations.
However, please don't make the rocket fall faster! Catch the PIAT is the best passtime before a match goes "live".
see ur just complaing that they coded a "recotiche" into the game that makes it realistic that charges dont go tru armor all the time any they somtimes are deflected off
10 meters at a 90* angle, it won't richoet. Ever.
I take what n0e says way too seriously
12th March 2004
Backblast effects might take some time to do,but could we get at least some of the smoke?
Would be good way to tell where it came from.