Panzerwerfer indirect mode

It would be nice if one could switch mode to get an indirect mode, where it would act the same as a mortar does. Maybe, with some nerf to its destructive power. Also, it would only display distance and shots hitting the target if a recon class oversees it. So recon classes would make impacts possible to see on the map. If there’s no recon class overseeing impact location, then no impact is reported on the map for the Panzerwerfer. I think the same should be the case for mortars, by the way.

3 Likes

This is also part of my ideas for a recon class, of which you may read more on here: Reconnaissance

No, it wouldn’t be nice. Camping and shooting from behind the hill doesn’t contribute to interesting gameplay in any way whatsoever.

I definitely do not want my panzerwerfer to be nerfed for the sake of campers.

5 Likes

I enjoy mortar play, but I’m a bit autistic. I think indirect is interesting. It counters MGs, AT guns, rallies and campers.

Also, what’s interesting gameplay is like, just your opinion, man.

Indirect mode is not feasible in such small map, remember this is not a mortar that can elevate to nearly 90 degree. So you need to have line of sight if you want to hit anything, which cause indirect fire mode to be useless.

Obv, all my posts are just my opinions.

1 Like

Try BigAction mod
see if this is what you want
https://sandbox.enlisted.net/post/lIXaTtfV9x0bZT61/

Damn, this game sucks. Would be much more interesting if they would just make the rocket trajectory a lot tinier and recon teams could give intel and feedback on the impact sites of the rockets. I would love to do recon for my friend firing a Panzerwerfer. I long for Katyushas to finally make an entrance to the game and do their intended role as indirect, not as some idiot single player takes no teamwork coordination nor skill kind of direct-“indirect” fire. Also, the maps should obviously be designed to be 3x the size.
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Well, now I understand what you mean, but here’s the thing I meant more clearly formulated:

TWO MODES

Regular direct fire mode (as it is now) for you to enjoy completely unchanged.

parallel to this mode is the second mode:

Alternative indirect fire mode (my wish) with nerfed effectiveness and an arched, very much decreased range of the rockets as in a much tinier be it unrealistic arch. So it can be fired like a mortar. This will work just like switching main weapon or seats or whatever, something like that, I’d imagine.

I think I didn’t understand what you meant at first. Just overlooked your misunderstanding.

But how fun would it be to attack Moltke bridge with one or two Panzerwerfer parked on the resupply point?
The resupply would constantly replenish the ammo as they would constantly be able to send 1 rocket per second onto the tiny bridge.
If implemented there would be little the soviets could do in order to break through the endless hail of doom on that bridge and similar on river crossing.

2 Likes

Yeah, obviously that would be an unacceptable unfairness. It needs a counter for it to be fair game.

My suggested solution is this:

To replenish ammo, it needs to be significant enough of a drive back and forth from the resupply point to a position where there’s range to fire it at the enemy. So the range of indirect ammo type would have to be severely limited compared to what is the real range. Also, the replenish of the indirect should take some extra time in waiting and only come after the regular replenishment has been made. When using any ammo of these two modes, both are being spent simultaneously as if only being one, so you can’t fire both types successively like you would have twice the amount of rockets than what it could carry. The last thing to mention is, as I did previously, that the indirect mode will be nerfed in effectiveness of the HE power in comparison to the direct fire mode.

Then it can alternatively be played in a way and an artillery role like the Panzerwerfer was built to be functioning like, and in a gameplay balanced manner at that. Because it needs to be at least somewhat vulnerable as it is being used. Thus, it can be countered in any which way, it already might be as is. It wouldn’t have a crazy high fire rate that would break the game, either. It only boils down to balancing the parameters that I have here mentioned, and it should be good.

So you want to add artillary that does not have range?
Then what is the point of a indirect fire mode if you need to drive into direct fire range anyways?

If so, then the maps are obviously ill-suited for greater game possibilities. I would guess I can not see this in this game ever. Enlisted, the greatest, most fun ww2 game, that also sucks terribly bad because of poor developer choices cornering them out of any greater possibilities.

Or, there needs to be one tank resupply point as is, one air resupply point further back as is, and lastly a separate artillery resupply point added as well. The artillery resupply point is located far enough back that it needs to be a drive to get there for any indirect piece to resupply, compared to the indirect range it has. The Panzerwerfer can resupply regularly at tank resupply, as is the case now, but for the indirect it needs to reach even further back to the indirect and artillery resupply.