Panzerfaust is ridiculous

You carry 5 panzerfausts. They weigh close to 15lbs each. That’s 75lbs of fausts, det pack, pistol, knife, rifle, ammo for the rifle.

This needs to be changed, only one panzerfaust per person.

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Sounds like someone skipped leg day, my dude

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Panzerfausts also can be effectively used well past their realistic range (60m)

I think the effective range should be reduced to 60 and ammo count reduced to one.

Someones seething. Panzerfausts are annoying but fine

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i never shitpost

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You’re right. I still want to play as a cute fallscirmjaeger girl with an stg 44

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I concur, I’d say 2 at most given that the current model is somewhat oversized. Atlernatively, create an assistant position based on a rifleman in this squad only who can carry the 2nd PzF as the reload - they would have to code this assistant to just follow the AT role at all times, but its not something particularly challenging or time consuming.
This goes into the same bucket as the current silliness of allowing various roles to carry multiple “main” weapons. Put simply the actual soldiers carrying MG’s, FTs, ATRs or Mortars should get a pistol as their secondary. I’m ok with them stuffing a grenade into their boot, but that would be about it.

WRT the PzF range, this is nothing new for Gaijin, the stat card says PzF60 the reality is that we have in game is the PzF100.
Having said that the 100 would have been more prevalent by the Fall of Berlin scenario, so they can just rename it accordingly and leave it as is.

For the Normandy Campaign, they can replace the Sturm Pistole with either the PzF60 - this time correctly range calibrated, or the PzSchreck.

They already have an excellent way of ensuring that tanks are not OP - its called breaking track, and the turret traverse. The explosive pack should be re-coded to do just that. If it lands near the track let it break it. If it lands on the deck near the turret, then it can disable either the traverse or elevation mechanisms, depending on where it blows up. If you get it on the back deck it could disable the engine. In any of these scenarios the crew has to bail out to fix the tank, at which point they are vulnerable. This would also ensure that more ppl pack smoke grenades, which are excellent for screening movement through firelanes dominated by distant armour.

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Yeah!!! someone with some sense!!!

TNT packs and panzerfausts need to be changed! TNT packs should never kill a tank!

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Mope - we have hte PzFst 60M - says so right ther in the 3D model -
image

It is virtually indistinguishable from the 100 except for hte writing -

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And of cours the sights in game are for the 60:

image
((2/Pz. Aufkl.Abt. Grossdeutschland - UK based WW2 German Re-enactment Group - The Panzerfaust))

However the number refers to the EFFECTIVE range - which is generally the maximum you could hit a moving target with a reasonably well trained trooper.

I don’t know what the maximum range was - but clearly there’s room to elevate it higher and shoot further if you feel like it!

Against a stationary target it would certainly not be impossible to hit beyond the 60 meters - especially if you were under no stress, and had planty of training - which is the bucket that players generally fall into - ain’t no-one going to actually kill us in this game!

Since it’s a HEAT warhead it’s theoretically possible for the the range to be whatever you like

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Well, it’s horrible

i like driving a tank but theirs need to be consequences driving behind enemy lines and swinging your D around.

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yeah, just change it to panzershreck. problem solved

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The warhead doesn’t care about range - but the propelling charge does! :slight_smile:

Which would be fine if everyone could carry 1… like they did IRL…

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From realism side I understand your wish, from gameplay side not at all.

I think currently we have a good balance and fun gameplay regarding infantry vs. tank and don’t understand why must we change it. A good tank driver can kill a lot, a bad tank driver dies a lot. Infantry is next to useless against planes and it’s bad, if TNT does not kill tanks, we may end up in the same situation regarding tanks, and should limit amount of tanks to regain balance.

I don’t think we need detpacks for all soldier classes (would give it to assaulters, engineers and bombers only) and I don’t think we need to be able to equip more than 1 detpack per soldier, but otherwise I’m fine with its efficiency. Game is too chaotic to make it possible for organized tank killing, where only specialists can touch tanks - without losing some of the fun factor.

EDIT: …Ok I might misunderstood the tone of your comment. It was meant the other way around? :slight_smile:

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a bad tanker will also not push up when it’s needed and will sit in the back of the map :wink:

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Well, panzerfaust effectively destroys tanks at a distance of 150 meters, at least.

This is an AT mortar.

I agree,panzerfaust need some nerf.

60 meters for this thing is definitely not the limit.
Those who have straight hands can destroy tanks across the entire map.

Tanks shouldn’t have to be “destroyed” to disable them. Certain damages shouldn’t be repairable, such as turret traverse, and damage to the main gun. It’s funny how it only takes a few seconds to repair this kind of damage. It shouldn’t be repairable at all.

Technically packs have a low chance to blow up a tank. The only logical way is by throwing one on top of the engine area, perhaps cause a fire or fuel explosion.

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›Make horrendous take for bait
›“people” agree with it
Ghost you need to stop
We’ve reached the point that reality is worse than satire

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