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Tactics & Tutorials / Re: Panzerfaust
« on: 08-09-2009, 11:09:30 »
Seems like some things need to be explained here. First thing you need to consider is that this is a game and in a game you need to take care that certain weapons don't destroy the fun. With the Panzerfaust you can kill any Tank ingame even when shooting at the mighty Tiger II's front armour, since like von Mudra says it is able to penetrate 200mm of armor. But in FH2 penetration shouldn't be confused with kill. How much fun is it for allied and german tankers when Panzerfausts, Bazookas, Piats, And Panzerschrecks 1s1k any tank that they are able to penetrate the armor? AT soldiers being able to hide almost anywhere because of the dense vegetation will give tanks no chance to survive.
All the AT weapons can penetrate the amount of armor they were able to do in real life. But the damage they do is depending on how big the difference is between the amount of armor they can penetrate and the armor they are actually penetrating. The bigger the difference the bigger the damage.
Atm the Panzerfaust is strong enough to instant kill any allied tank when hitting sides or rear except the churchill. Shermans will survive a shot to the front armor or on some versions parts of the side armor that have extra armor plates, tank tracks applied that enable them to survive a Panzerfaust hit. But you should keep in mind that they will loose almost all hitpoints and if they were just slightly damaged earlier it will be a certain kill. To 1s1k a Churchill it actually needs a little more effort. Find a good elevated spot and try to hit it from top. You will see it instantly go boom.
Achilles and M10 being reported shows me you are not using the weapons right.
You have to aim those weapons over the sights. Bazooka and Piat even have very useful sights coming handy for firing on different ranges.
Don't try to hit that tank that is on the other side of the map just because you are so skilled to use other things in your 1p view for aiming instead of the sights.
In real life all those weapons had a limited range. Unfortunatly you can't properly code the projectiles to drop after a certain range. Instead you can only affect the curve they fly. Using that to restrict the range of the At weapons leads to awkward ballistics. To restrict the range of those weapons without destroying the ballistic curve I had to do a little bit dirty coding (much less dirty as the messed up curves though). You are still able to shoot those weapons way to far. You can see the projectiles fly, but they will not do any damage to armor at ranges you are not able to hit aiming over your sights.
Use the sight and you will be alright.
All the AT weapons can penetrate the amount of armor they were able to do in real life. But the damage they do is depending on how big the difference is between the amount of armor they can penetrate and the armor they are actually penetrating. The bigger the difference the bigger the damage.
Atm the Panzerfaust is strong enough to instant kill any allied tank when hitting sides or rear except the churchill. Shermans will survive a shot to the front armor or on some versions parts of the side armor that have extra armor plates, tank tracks applied that enable them to survive a Panzerfaust hit. But you should keep in mind that they will loose almost all hitpoints and if they were just slightly damaged earlier it will be a certain kill. To 1s1k a Churchill it actually needs a little more effort. Find a good elevated spot and try to hit it from top. You will see it instantly go boom.
Achilles and M10 being reported shows me you are not using the weapons right.
You have to aim those weapons over the sights. Bazooka and Piat even have very useful sights coming handy for firing on different ranges.
Don't try to hit that tank that is on the other side of the map just because you are so skilled to use other things in your 1p view for aiming instead of the sights.
In real life all those weapons had a limited range. Unfortunatly you can't properly code the projectiles to drop after a certain range. Instead you can only affect the curve they fly. Using that to restrict the range of the At weapons leads to awkward ballistics. To restrict the range of those weapons without destroying the ballistic curve I had to do a little bit dirty coding (much less dirty as the messed up curves though). You are still able to shoot those weapons way to far. You can see the projectiles fly, but they will not do any damage to armor at ranges you are not able to hit aiming over your sights.
Use the sight and you will be alright.