Author Topic: Arming distance of PIAT  (Read 1221 times)

Offline Yustax

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Arming distance of PIAT
« on: 03-11-2012, 20:11:37 »
This thing can be used as a noob tube, the user doesnt even has to worry about killing himself if he just hides behind a wall after firing. I suggest a proper arming time to discourage the bad use of the PIAT. Its just running around and firing this thing like a noob tube.

Offline THeTA0123

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Re: Arming distance of PIAT
« Reply #1 on: 04-11-2012, 11:11:53 »
NO

Because simply, the reality is, the PIAT was used as a noob tube/super light mortar :/

PIAT is already the worst Hand held anti-tank weapon, especially since the sloped armour thingy of 2.45.
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Offline Turkish007

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Re: Arming distance of PIAT
« Reply #2 on: 04-11-2012, 11:11:10 »
PIAT is already the worst Hand held anti-tank weapon, especially since the sloped armour thingy of 2.45.

Yes, it is true that it is used rather as an AP weapon, but its time to make it have better use against armour. (Mostly light armour, I havent seen that thing blow up a Panther or a Stuh)

Offline Butcher

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Re: Arming distance of PIAT
« Reply #3 on: 04-11-2012, 11:11:30 »
Why should it? StuH has 80mm frontal armour and skirts. Panther has even more frontal armour and also often skirts. Both tanks get damaged/killed when hit in the back, the unskirted versions also take damage to the side. often even a hit in the skirts does damage.

I don´t see any reason to buff or nerf the PIAT. The problem lies in the tank system.
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Offline CHRISTIEFRONTDRIVE

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Re: Arming distance of PIAT
« Reply #4 on: 04-11-2012, 11:11:42 »
I think the people that hate seeing PIAT used against infantry severely overestimate how "easy" it is to use to kill inf. If you have a wall or something to bounce the projectile off of then yes, it is relatively easy, but over flat ground it is exceptionally difficult to aim perfectly. I think PIAT use against infantry is okay, I agree it's an annoying way to die but I think more likely you're encountering an enemy that thinks a tank is nearby, rather than they are using the PIAT specifically for hunting infantry.

I would hate to see it nerfed.. every other handheld AT weapon has been, or is bugged. It already takes 3 shots directly to the top of a Panther turret with the PIAT, which is unfair enough as it is.
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Offline Oberst

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Re: Arming distance of PIAT
« Reply #5 on: 04-11-2012, 12:11:28 »
If I got this suggestion right, you are suggesting a kind of arming time for the projectile after it has left the waepon? Like "modern" rifle grenade work in real life and for example in vBf. So the projectile needs a fly time of a fourth of a second or something, before exploding on impact. So it can still be used on infantry and so on, but would be useless at distances maybe closer then 20 m in Bf-scale. I dont know if this is realistic for the piat, but gameplay wise it would stop "noob tubing". It also would prevent you from being killed by yourself, if you hit a wall very close by.

I am not sure if this would help gameplay or not. I have never seen killing infantry with zooks, schrecks or PIATs much of an issue. The only issue I see here, are people, who run close up to you, only to kill you with it in a very close encounter. Atleast in my experience this happens so rarely, that it isnt much of a problem.

Offline Surfbird

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Re: Arming distance of PIAT
« Reply #6 on: 04-11-2012, 19:11:10 »
You have to hit the ground exactly where the enemy infantryman is if you want to kill him. This has nothing to do with a noobtube. I use it against infantry when I have it loaded and look for the tank or situationally when shooting with the Pistol does not make sense and I don't feel bad about it. And you should be able to kill the PIAT guy before he kills you if you have a rifle or something.

And that it kills infantry is just part of any weapon. Just because it can be annoying to get killed by it sometimes, there is no reason to change it imo. You can use it that way, and if it's lame is not of interest. The weapon works as it's supposed to and longer reload times would make it a bit too hard to kill enemy tanks, as the PIAT's damage is not that huge. I think it's a properly working, quite well balanced weapon.
So I see absolutely no need to nerf it.
« Last Edit: 04-11-2012, 19:11:10 by Surfbird »

Offline [QPS]_Sex_Bomb

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Re: Arming distance of PIAT
« Reply #7 on: 05-11-2012, 18:11:41 »
I'm against nurfing piat only to prevent "noob" kills.  Anyway, what's wrong to be a noob?  Is noob means being creative?


Offline HappyFunBall

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Re: Arming distance of PIAT
« Reply #8 on: 05-11-2012, 19:11:45 »
I agree with surfbird. If I am armed with a Piat to hunt tanks and an enemy infantry suddenly comes on top of me, I am going to fire the Piat at him and hope for the best. If it kills him I will be happy, not embarrassed. As for the concerns that it is specifically using it as an AP weapon, lets remember that it comes with three shots, and that the secondary weapon is a pistol.  Not a very useful kit for an anti-infantry rampage.

I understand that getting killed by a Piat when you are infantry is annoying, but common suck it up. The Piat is weak enough as it is, and anyone using as an AP kit isn't going to do much damage.

Offline Yustax

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Re: Arming distance of PIAT
« Reply #9 on: 06-11-2012, 19:11:49 »
There were 4 guys in villers vocage with piats, right on that town and giving themselves ammo from a half track, spamming everything that moved, and it was a goddamn pain to kill them, and when we did, they did it again. So i still suggest a proper distance for them to be useful and perhaps less splash damage against infantry.

Offline TASSER

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Re: Arming distance of PIAT
« Reply #10 on: 06-11-2012, 23:11:07 »
Ok yeah, what Yustax explained is a pretty dumb situation, but in general I don't think PIAT's being used against infantry is that big of an issue.
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Offline ajappat

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Re: Arming distance of PIAT
« Reply #11 on: 06-11-2012, 23:11:16 »
So it would have been easier situation if these 4 guys had rifle grenades or machine guns or even normal grenades?

I don't think it was weapon that caused them to be hard to take out. It was their teamwork.

Offline Zoologic

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Re: Arming distance of PIAT
« Reply #12 on: 07-11-2012, 04:11:19 »
Riflenade has quite an annoying time to fully deploy, especially if you manage to deplete the ammo and have to restock from start. The complete animation of attaching the adapter and locking it will play again.

I also use Panzerschreck and Bazooka to kill infantries as well, especially groupies inside a building. Launching them into the building is fun. It is even more rewarding when seeing the round pass through the window opening and explode inside. It is much harder to use PIAT in this situation, but my zook/schreck kills are definitely not noob kills. IMO, it shouldn't be discouraged. So, I voted no despite the retard situation you are facing.

Offline sn00x

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Re: Arming distance of PIAT
« Reply #13 on: 07-11-2012, 08:11:30 »
Oh, I remember the days of the PanzerPussies in W: Enemy Territory, I do understand yustax's frustration to the fullest.

(A panzerpussy - is a panzerfaust noob, but does not have to be a noob, but an utterly complete asshole, who'm uses a weapon with splashdamage ment for tanks and destroyables, for killing infantry as he and or she has the lack of skills with normal weapons and or are a highscorewhore.)
« Last Edit: 07-11-2012, 08:11:14 by Sn00x »

Offline Surfbird

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Re: Arming distance of PIAT
« Reply #14 on: 07-11-2012, 16:11:47 »
Thing is that the Piat is not a weapon like that. Its splash damage radius is really small. You can snipe single enemies with it but you have 1 try and it only works in quite short distances. Usually happens when the Piat guy is surprised or you don't even see him. I don't get what's so annoying about it. For the sake of keeping a viable At weapon everyone should be able to overcome the annoyance of getting killed by it sometimes. And reducing damage vs infantry or something like that is not adequate as well as it does not do too much damage at all.