First of all, the panzerfaust was almost always issued 1 per infantry soldier.
Obviously. Don't see where I advocated adding more.
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.
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.
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.
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.
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.