Panzerfaust is ridiculous

AS i see the points, I also feel that they are fine as is. BUT if you want to limit the tnt or get rid of it , then you have tanks running ramped. The rocket launcher was a game changer in the war. Allowed small units to have a fighting chance against tanks. ATM they do shot to far. I have personally killed tanks further then 60m with them. But many times it takes more then 1 to kill em. Unless they are the noobie tank. Same with TNT I have had many do little to no damage and others blow it up miles away from the tank. Some tanks shrug it off even with a good launcher or tnt placement.

And a bullet to the arm shouldn’t be repairable in a few seconds either - welcome to making a game “more playable”

I don’t know why tankers cry so much, when a tank can kill an entire squad with one shot from its cannon, a good tanker can kill the same or even more than a bomber, so I don’t see why the TNT or the panzerfausts should being nerfed may not be realistic but it is necessary for the balance of the game

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GOOD tankers do not cry at all!

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That site picture if for a PzF 100, the 80m notch was effective range, there was only enough propellant in the rocket to give it 100m range.

The sight for the 60 looks like this:

That picture is a guy who made a paper model PzFst 30 - dunno why he put 60 on it, but the sight mechanism is not right for a 60 either -

see http://hosungw.blogspot.com/2015/07/paper-model-panzerfaust-30.html

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Yeah I know, but the single fixed range sight was used for the early PzF series, the sight up to 80m would have been for the PzF 100.
Looking through the various images its sometimes hard to tell, some of them seem to be PzF 60 with the same sight configuration as for the 100 - who knows. I’ll see if I can dig up something more authoritative.

-1 panzer faust per bomber, could refill it at a engineer ammo crate, or, bombers could have a unique ammo box that could be placed on the batlefield having 5 extra shots.
-Tnt only avaiable to engineers and bombers.

and one day, engineers could have a SdKfz. 302.

Yes - that sight is from a PzF30 - the 60 had the same somewhat more complicated looking one as the 100 -

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I have seen a drawing that says it is a 60 with a similar sight to the 30 - but never a photo that can be identified as a 60 - so if they were used then it was presumably early on and they were soon supplanted.

Here’s another 60 with the 3-hole 80m sight - from https://www.wikiwand.com/en/Panzerfaust

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Here’s another angle, but I can’t read the range brackets.

Ok found this vid,

Although they primarily refer to PzF 1 and 2 in the vid, where the 2 could be the 60 or potentially the 100 since they look very similar. Not sure why the PzF 60 would have an 80m range marker though, perhaps the extra 20m is some sort of extreme range, but why wouldn’t you call it a PzF 80 then ?? Maybe they just economised on sights for the later variants.

Thanks for that - very interesting.

Possibly Panzerfaust 2 as opposed to the Faustprone - the site I give above - https://www.wikiwand.com/en/Panzerfaust - says there were anumber of names used for the Faustprone, among which were " Faustpatrone 1 or Panzerfaust 30 klein ;"

I note that the extra aim off for 80m - half a tank length - is proportionally greater for the increased range than the aim off increase from 30-60m - each is half a tank length, but 1 is for 30m extra range, teh otehr fopr only 20m range - guessing a tank length in combat would be pretty uch RNG lol… but I remember similar from the M72 LAW training manual!

I always come back to the difference between EFFECTIVE range and maximum range - 80m is harder to get a hit at, but that’s not the same as impossible.

I didn’t realise the sights were the same on the 100 - this forum discusses it a little bit - nothing too exciting tho - just that the “main sight window” was for the number of the model - 60 or 100m, regardless of what it number was on the sight!!

https://www.warrelics.eu/forum/world-firearms/panzerfaust-help-323177-4/

Just re-reading that site - and there is a visible difference between the 100 and the 60 apparently - the location of the charge fastening screw - which is NOT correct in the picture of the 4 above - circled from that picture here:

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But note this picture said to be 100M’s, and the charge fastening screw is quiet a bit further down the tube away from the trigger:

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yeah. inner components had diferent inner lengths

i once readed that temperatures on the weather and wind changed how efective the guns would act on fire.
this is a translated fields manual from ww2, the panzerfaust 60, 30 meters seams to be the recommended distance.:

To Chiefs of Staff:

Copy only for the 37th Tank Brigade

I attach the German instructions for using the Panzerfaust translated from German. Study these instructions with your personnel.

Attachment: instructions on two pages.

Chief of Staff of the 1st Mechanized Krasnograd Corps
Colonel Yershov
April 11th, 1945

Panzerfaust (small)

The Panzerfaust is your anti-tank weapon. With it, you can destroy any tank from up to 30 meters.

Read these instructions carefully.

The part in the front is the warhead. It contains the charge that can penetrate the thickest armour of any known type of tank. Behind it inside the tube is a propellant charge that shoots out the warhead. There is also a finned rod that flies out with the warhead.

Attention: the propellant charge is stored in the tube even when the warhead is screwed out. Do not press the trigger if the warhead is not present, or the rod will fly out.

When firing, a jet of flame shoots out of the back of the tube. Take care that no one is standing within 10 meters behind you. If firing from a slit trench, keep the back of the pipe above the ground if possible, otherwise your clothing can catch fire.
If the flame hits your comrades within 2 meters, it can be lethal.

How to prepare the Panzerfaust to fire:

Screw out the warhead and carefully place it aside. Keep the tube vertical (sight up). Remove the wooden ring, install the fuse face up, replace the wooden ring, insert primer charge #34 with the paper side down (the paper liner must be facing downwards towards the primer head). All of these are placed inside the wooden ring. Screw the warhead back on.
The fuse and primer operate like the stick grenade, the openings must coincide.

How to fire:

First of all, be calm.
Remove the safety pin. Raise the sight to the upper position. With the thumb, move the catch forward until you hear the characteristic click and the red trigger button pops up. The catch will return backwards. In this position, the safety is on. Take the safety off by jerking the lever to the left. The Panzerfaust is ready to fire.

Now if you press the red button the weapon will fire. To fire, hold the tube with the right hand or on your right shoulder, depending on the position you are firing from. You can fire from nearly any position (prone, kneeling, standing) but remember that the end of the tube must be free. Know that the Panzerfaust fires without any recoil (that is because of the flame exhaust).

How to aim:

Your eye, the opening in the sight, and the upper part of the warhead must align with the target.

Remember that when firing up or against the wind the weapon needs to be aimed higher, if firing down or with the wind it needs to be aimed lower.

If you didn’t fire, replace the safety. To do this, place the lever in the upright position precisely, send the catch forward as far as possible, push the red button, and allow the catch to slowly retreat to the rear position. The safety is now on.

Pay special attention to the following:
Do not pick up duds. Leave them, blow them up if possible.
If the weapon did not fire and the propellant didn’t go off, do not try to correct the fault. The Panzerfaust is dangerous. Put it aside and destroy it later.

Translation from German: Guards Senior Lieutenant I. Zilverman"

Have seen German troops carrying 2 panzerfaust on their backs, so 3 panzerfaust per person.

dring dring

Here comes the Panzerfaust squad

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You all are losing your minds over ‘panzerfaust op’ but the Americans have the PIAT, statistically identical in most aspects and better in some, with the same number of rounds, gotten earlier in the campaign than germans get panzerfaust (Normandy). Americans get the PIAT around the same time germans get the sturmpistole which sucks. I religiously play bombers with the sturmpistole and explosive packs and the number of times I get shot by a tank before I can get close enough to use, or I unload 5 sturm rounds into the side/back of a tank for it to do NOTHING, or get shot by the tank’s teammates is 10x as often as it actually does damage. “Panzerfaust OP” you have the exact same thing in the PIAT (and better) yet you aren’t losing your mind over that. Don’t be so wreckless balls-to-the-walls with your tanks, don’t go on solo missions. A bomber can only do damage if they are behind or perpendicular to the tank, if you are leading infantry behind you (Like a tank is supposed to), that’s not a problem. Look at the statistics in-game, since, you know, this is a game, and stop whining that you get punished for being reckless.

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I guess that’s what happens when you get a long thread going… I don’t think anyone was loosing their hear per se, its just a whole bunch of comments from across the Normandy dev period.

The initial test map had PzFausts implemented from the outset and they were very effective vs US armour, so they got nerfed back to Sturm Pistoles. Why the US kept the PIAT is anyone’s guess. Just another example of questionable Dev decisions.
Part of the thread also discussed how many PzF you could feasibly carry since the game artificially gives you 5 shots. Similarly how many shots should you get for a PIAT ? I think you could get away with a single AT specialist running around with 2-3 PzF, but the problems start when you try to abstract crew served weapons… The PIAT, Bazooka and PzSchreck (if it ever got implemented) are bulky so a single trooper is unlikely to carry more than a round or two for them, plus their pers weapon and ammo. Much of the thread therefore discussed the level of lethality of these weapons vs the number of them that should be issued to a single soldier (taking all the abstraction of respawns and reload boxes into account)
Having said all that, the progression should have been PIAT vs PzF since both operate at similar ranges, and then later on you can have the Bazooka vs the Panzerscheck, so maybe this is just another step in the evolution of these weapons in the game.

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For balance bazooka also can only carry 1 shell per person

You guys are missing the point here, TNT charge are the only effective weapon against tank in early level, unless you add the mechanism of opening the hatch of enemy tank and athrow a grenade in it.

Regardless of the range, PF’s and other anti-tank weapons of the period like bazookas, PIAT’s exc, we are really not terribly effective at anything beyond 50 m, regardless of their printed ranges hitting things beyond that range became exponentially more difficult, especially if it was a moving target.

The whole idea about opening hatches is kind of some sort of Hollywood crazy talk, those things could be locked from the inside.

The ATR’s are effective in game against the lighter earlier level tanks, and now that the ever present Molotov cocktails are more effective they’re kind of doubling down on entry level tank killing as if it wasn’t already easy enough to kill them anyway, I’m not sure what the average life of a tanker is in the game but my assumption is it’s probably something under one or two minutes because they’re being blown up by some guy with some crazy ridiculous TNT charge that looks like it’s out of some Looney Tunes cartoon from 1940

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