Author Topic: Panzerfaust  (Read 20602 times)

Offline ajappat

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Re: Panzerfaust
« Reply #90 on: 01-05-2012, 21:05:55 »
Well, actually panzerfaust 30 doesn't have "30" on it  :P.

I honestly don't see it being big sin to put "ingame distance" numbers on panzerfuasts 60 and 100 and PIAT. The numbers are in wrong order anyway atm.

Offline THeTA0123

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Re: Panzerfaust
« Reply #91 on: 01-05-2012, 23:05:14 »
Then why don't they just adjust the markings on the sights? Panzerfaust 30 = 30 metres marked on sight, eventhough the sight is calibrated at only 15 m. Why not put '15m' on it ? For realism's sake ?

I assume the same rules apply for PIAT ?
correct
aswel as zooka and shreck. they all have shorter effective range
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Offline GIJordncc1701d

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Re: Panzerfaust
« Reply #92 on: 02-05-2012, 00:05:15 »
The best things I've found to do is either lay in some sort of trench or depression until the tank gets close, or find a way to fire from above (therefore increasing range).

Offline im_a_lazy_sod

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Re: Panzerfaust
« Reply #93 on: 03-05-2012, 06:05:25 »
Just get as close as you can without being too close so you blow yourself up - you have the run the same risks taking out a tank as you do a 3kg, but with the 3kg you have to go up to the tank, place the 3kg and run like hell in the hope the bastard doesn't turn his turrnet

Give me a shrek or a zook any day of the week for open compat, but urban compat - faust. hands down. so much winning.

Offline SnakeTheFox

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Re: Panzerfaust
« Reply #94 on: 04-05-2012, 01:05:55 »
Yes it is your opinion. And one shared by others and one wich has been rejected in the past for a reason.

That reason being what, exactly? I mean you can't just lay out "for a reason" without, you know, having one to give.

Only reason I can see is that it's a paltry amount of work that maybe the devs don't feel like squeezing into their schedules. But balance-wise I can't think of one solitary good reason why not to give it a go. Maybe not a straight 1:1 range, but something at least outside hand grenade range, say 20-25m or so.

The faust currently has a range that's identical to that of a hand-thrown grenade, yet has all the drawbacks of a zook/shrek in that you have to remain still and aim to avoid killing yourself. I'd honestly much rather have an RPG-43 or something, not even joking. That isn't generally something a user should be saying of a recoilless anti-tank system.

Offline Berkolok

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Re: Panzerfaust
« Reply #95 on: 14-05-2012, 15:05:05 »
in fh2 faust are like stones:(

Offline THeTA0123

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Re: Panzerfaust
« Reply #96 on: 14-05-2012, 18:05:54 »
Yes it is your opinion. And one shared by others and one wich has been rejected in the past for a reason.

That reason being what, exactly? I mean you can't just lay out "for a reason" without, you know, having one to give.

Only reason I can see is that it's a paltry amount of work that maybe the devs don't feel like squeezing into their schedules. But balance-wise I can't think of one solitary good reason why not to give it a go. Maybe not a straight 1:1 range, but something at least outside hand grenade range, say 20-25m or so.

The faust currently has a range that's identical to that of a hand-thrown grenade, yet has all the drawbacks of a zook/shrek in that you have to remain still and aim to avoid killing yourself. I'd honestly much rather have an RPG-43 or something, not even joking. That isn't generally something a user should be saying of a recoilless anti-tank system.
First of all, the panzerfaust was almost always issued 1 per infantry soldier.

Second, the german anti-tank soldier kit is already the most versatile in the game. Because you still have a rifle. a PIAT/Bazooka/shreck gunner has very low anti-infantry capability in lets say, a squad. While the german kit allows you to have almost simular anti-infantry capability then other soldiers

Third, the faust is the most deadly of all anti-tank kits. The PIAT and zooka always need more then 1 round to kill a tank, and they often have to get to the Rear of panzers because of schurzen.
Now dont you landrots start to whine about the sherman(76) not being 1S1K on the mantlet...
Any allied tank from side=Dead
sometimes the shermans do indeed SURVIVE a shot frontally, but your health is pretty much red so anything else after that kills you

Fourth, the Faust is the second most silent anti-tank weapon in the game.

Fifth, the faust takes the least time to aim



Plenty of reasons imo. Wich where backed by many in the past also.
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Offline Tankbuster

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Re: Panzerfaust
« Reply #97 on: 14-05-2012, 19:05:04 »
So to counter its high damage and low noise, incorrect sights are issued?

Offline THeTA0123

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Re: Panzerfaust
« Reply #98 on: 14-05-2012, 20:05:17 »
So to counter its high damage and low noise, incorrect sights are issued?
All anti tank weapons have incorrect sights.
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Offline Tankbuster

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Re: Panzerfaust
« Reply #99 on: 14-05-2012, 20:05:54 »
Atleast the zook goes straight (somewhat :P ), while with the PIAT the second shot can be connected if the first misses. cannot do either in faust

Offline THeTA0123

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Re: Panzerfaust
« Reply #100 on: 14-05-2012, 21:05:58 »
Atleast the zook goes straight (somewhat :P ), while with the PIAT the second shot can be connected if the first misses. cannot do either in faust
If you miss with a panzerfaust, you have not practised with it

All weapons require practise, aswel as the faust.

Go to Offline lan, go to a map with alot of panzers, spawn and take an ammo truck, and set tanks on varying distances and keep practising

It is how i did with the PIAT, and i could snipe INFANTRY with it. It almost got me banned from 762!
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Offline Knochenlutscher

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Re: Panzerfaust
« Reply #101 on: 15-05-2012, 10:05:33 »
I practiced with both 30/60/100 Panzerfausts, on Carentan Map I placed 3 kits with them for this purpose.
Knocking out with a 100er is no prob. I prefer the 60 or 100, for it's easy aiming sights.
Also because I'm more into distance fausting, or in 70% of the time I didn't waited in ambush.
When it doesn't work, it was me, mostly overshooting them.
The Schreck is not comfortable for me, decreasing view, in heat of battle Panzerfausts give me best results,
as they let you follow your surroundings, even in zoom-aim/view.

PIATs and Bazoos I never tried before.
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Offline SnakeTheFox

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Re: Panzerfaust
« Reply #102 on: 15-05-2012, 14:05:38 »
First of all, the panzerfaust was almost always issued 1 per infantry soldier.

Obviously. Don't see where I advocated adding more.

Quote
Second, the german anti-tank soldier kit is already the most versatile in the game. Because you still have a rifle. a PIAT/Bazooka/shreck gunner has very low anti-infantry capability in lets say, a squad. While the german kit allows you to have almost simular anti-infantry capability then other soldiers

Class versatility, while always useful to some extent, loses a lot of that strength in a game where you can respawn in 10 or so seconds. At least for me, if I'm spawning with an AT class it's because there's a tank that needs to be dead. Infantry targets are secondary.

Quote
Third, the faust is the most deadly of all anti-tank kits. The PIAT and zooka always need more then 1 round to kill a tank, and they often have to get to the Rear of panzers because of schurzen.
Now dont you landrots start to whine about the sherman(76) not being 1S1K on the mantlet...
Any allied tank from side=Dead
sometimes the shermans do indeed SURVIVE a shot frontally, but your health is pretty much red so anything else after that kills you

Maybe you could just chalk this up to anglemods still sketchy initial implementation, but I have had absolutely no shortage of non-KO'ing side/rear shots with the faust. Actually I'd say 50-75% of all Panzerfaust hits I land on the side armor of a Sherman result in "near death" fires but not an instant KO. And these are generally completely perpendicular shots with no notable angles either vertically or horizontally.

Quote
Fourth, the Faust is the second most silent anti-tank weapon in the game.

All the anti-tank infantry weapons in this game are pretty silent, honestly. And with the faust it's a moot strength considering you get one shot regardless and then it's back to being a rifleman.

Quote
Fifth, the faust takes the least time to aim

As if to imply "aiming" serves any purpose other than negating the "blind firing" penalties of rocket launchers in the mod when discussing a weapon with a nominal effective range of 15 meters; which, as we're discussing, leads players without forum-gleaned knowledge of the abstractions present in game limiting it from its quite prominently displayed "30 meter" sighted range.

Quote
Plenty of reasons imo. Wich where backed by many in the past also.

Well, I disagree. I'm not advocating turning it into the king of all AT weapons, but a modicum of range increasing is not out of the question for a weapon so notably lacking in it, if for nothing else than not punishing non-forum going or otherwise WW2 knowledgeable players from having to figure it out the hard and unnecessarily painful way.
« Last Edit: 15-05-2012, 14:05:43 by SnakeTheFox »

Offline Surfbird

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Re: Panzerfaust
« Reply #103 on: 15-05-2012, 16:05:28 »
Biggest problem is indeed, that the anti tank class for German is strong enough already. I personally always risk Something when I spawn with a Bazooka or Piat, with panzerfaust I don't cuz I have a rifle and can deal with enemy infantry on long range, which is obviously impossible with the pistol.

I often use the Germnan anti tank kit to be a versatile soldier that is able to take out tanks that might get close to you and if not you can kill infantry with your rifle like every other class.

Giving the Panzerfaust more range would reslut in an even stronger infantry based anti tank force, whilst a lot of the Allied tanks are srtuggling enough already with the German tanks. Tank driving on Normandy maps on Allied side would turn out to be hell on earth.

Right now it's perfect. In most situation you have to risk something, run out of cover to safely hit the shot with your panzerfaust. That's the way it should be.

I understand that the short range of the panzerfaust feels uncomfortible and strange, but more range simply destroys the balance.

Furthermore, you can shoot a decent bit further with the panzerfaust by aiming higher and hitting the enemy tank from a ~ 75 ° angle. It's just a lot more difficult and again you have to risk something, which is good.

I would nothing hate more than Germans lying in Normandy's hedges, killing the tanks from safe cover easily without any risk of dying. That's just not the way it should work imo.

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Re: Panzerfaust
« Reply #104 on: 16-05-2012, 10:05:03 »
How about making the german anti-tank kit not being able to re-supply the panzerfaust from ammo crates and apcs?