Reduce the Sturmpistole reload time

So all having said, reducing the reload time really wouldnt be a problem then.

It would make the Granatbüsche just redundant at that point, since the AT using it is easily recognizable and thus easy to pick off, taking away the squads dedicated AT capabilities.

Secondly, what is stopping the players from US/Soviets/Japan asking for rocket launchers and AT rifles to not be visible anymore? Since they do not have a weapon of similar traits like sturmpistole and would be at a disadvantage.

Dont see where visible or not visible questions are on the topic of the thread cos its about reducing the stulidly long reload time of the.pistole.

Well it does, since visibility impacts whether the AT gets to even use the gun or not.
If it gets picked off 80% of the time due to carrying a large AT rifle on it’s back then I couldn’t really make use of that AT.
However if my AT’s chance to be picked of decreases so significantly that I am more likely to make use of it, then you can start to see the advantage, the invisibility of Sturmpistole actually has over the other AT weapons. So if said weapon has the disadvantage of having a long reload, does it really matter if I am already behind the tank who did not suspect a thing from a regular rifleman looking guy?

I really don’t think visible AT weapons get people killed, bots don’t target players with AT weapons more than other troops, other players dont usually have the luxury of picking of targets based on loadout anyways. The only time AT gunners get prioritised is when they’re using they’re AT weapons or holding it.

Usually the first dead squad member is the AT, ngl. Pure experience and still ongoing, so players certainly know a thing or two about looking at visible details and especially AT since it is the most recognizable apart from the squad purely based on the large weapon carried on it’s back.

Same goes for flamethrowers actually as the large propane tank on their back is just as visible and most know not to allow them to persist.

There is no evidence for this only anecdotal stories. In fact in my experience engineers usually have a habbit of getting picked off right when I want to set down a rally point. Players don’t have time to pick targets they usually pick the easiest because that’s the logical thing to do.

Flametroopers might be a rare exception but usually they only get noticed when they’re using their weapon.

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If you use SMG and MG squads then any bolt/semi squad mate is most likely engi, AT or radio so knowing that, no wonder people would pick them off, purely to deny their value. I personally use Engi squads, so they are plentiful and the only person one can tell apart from the 4 Engis is the AT with Zooka on its back and Radioman, those two also being taken out the most.

Secondly, players certainly have time. Maybe not when engaging frontally and in CQB, but at a distance or on a flank, you can bet most take their time when looking at an enemy squad moving to a CP. It is not done consciously and the process is close to instant. A squad member with a different looking silhouette or something large on his back, Bang. Does not take longer than a second and that’s mostly just for the purpose of aiming the gun.

So those guys are an exception then? Does not really make much sense if you said nobody cares or picks up on such details like a large object carried on their backs.

Yes there an exception because flame tank is bigger than AT gun. But even then most players will just shoot the easier target or the one pointing towards them.

Uhuh, sure …


Except they are almost the same when viewed at a reasonable distance.
Flame has the top of tank with the tube on his sides
AT has the butt of the rifle above it’s head and bipod legs on his side.

If you spin them around so we can see their backs then the flame tank will take up much more room and get peoples attention. Besides at this range players won’t be focusing on their enemies loadout, they’d be focusing on the fact an enemy is Infront of them.

Alright, suit yourself.


Still both quite easily distinguishable if you ask me, hell if I put the radio more in the picture, you could even make him out.

The AT weapon can’t easily be discerned, a player could mistake it for an MG but with the flamethrower there is no doubt about it’s identity. Not to mention infantry troops would be more concerned about flametroopers than AT gunners because flamethrowers are more effective against infantry than AT weapons.

And why would an MG have an MG on his back when it is his primary and so it will be in his hands, especially when it’s being AI controlled. Now this is just a poor excuse, since there is little reason for MG to even have a second primary bolt, since MGs are suitable for longer ranges unlike SMGs and I doubt anyone would just be walking around with a pistol instead.

As for infantry being unconcerned about AT, it is not that they care per say, unless they are defending a tank, but if you see a guy carrying something on his back, you’re more likely to pay attention to him, rather than bunch of same looking guys.

You see 20 white sheep and one grey. Which one will you notice more? Easy is it not?

Mg gunners can carry 2 mgs. The player may have picked it up and then switched to another soilder.

A 2nd weapon might create some intrigue, but unique uniforms, movement and if they’re firing they’re gun all create more intrigue than a AT weapon pointing out a little bit.

Players might not care about tiny details like this, the silhouette of a soilder is enough for someone to become a target.

Unique uniforms yeah, though still once you get accustomed, you will notice details.
Firing depends on if they are firing on you, which we settled would not allow for recognizing of roles, but if you’re on the flank with clear shot at them without being supressed then their movement and firing only allows you to tell apart the player of the squad. And usually you want to take out the AI squad members first to cause damage before engaging the player, unless circumstances put the player as a priority target.

You said those little details are enough for people to target flamethrowers, even agreed it is noticeable and people beware of them. Yet deny it in case of AT, that makes no sense. If one can recognise a detail such as a tank on the back and act upon it by focusing the guy, even under the pressure of being in combat, then same certaintly applies to AT does it not? Not like you can tell those two apart at ranges surpassing 50 meters where both of these are just an unfamiliar protrusion from the soldiers otherwise default silhouette.

TL;DR
Sturmpistole is fine as is.
Offers concealment and thus survivability since you’re less likely to be picked off while carrying it, unlike other easily recognizable AT weapons visible on the back of AT guys. And even when handled does look similar to a pistol so it raises much less suspicion among enemies than carrying a big launcher or rifle.
It’s usage, especially aiming with it, does not obscure vision significantly unlike it’s counterparts allowing for easier reaction to potential approaching adversaries, making the difference between registering threats and taking cover/switching weapon and just being shot while unaware due to obscured vision.
Secondly what people forgot, it allows for sprinting at 100% effectiveness unlike all the other BR II AT weapons (except PIAT), who don’t allow sprint at all when handled. So sturmpistole allows user to run away should he require to reload, thus covering for the extended reload time.

I said that it MIGHT be an exception. But I do have to add to that by saying differences between troops are usually insignificant in combat to even matter or be taken into consideration.

Also I said that flametroopers tanks were bigger and more recognizable compared to AT weapons, which would contribute more to identification.

that is not that big of an advantage asvyou think. explosive packs and TNTs are also invisible, sp tankers frantically kill EVERY soldier that gets neat.

They certainly do, as would any sensible person without his vision impaired, but what makes the difference is:
Explo pack requires you to hold it for a few secs before it is effective otherwise the tank might just drive away from it. Plus effective throw range is somewhere between 3 - 10 meters, if we do not account for the grenade perk.
TNT requires you to be right on top of the tank, additionally you still have to blow the charge up after dropping it, thus requiring additional time to switch and then press the charge. Plenty of time to get shot, especially if you decide to climb on the tank and make yourself even more noticeable.
Sturmpistole however requires neither of those. It is just a pull out, (aim), shoot and run. All these actions together take less time than timing out the Explo pack does.