Was playing today and there was a complete panzer whore on the other team. You know the sort, will happily panzer his own teammates in order to kill one of the enemy. Will happily fire a panzer at a target precisely two feet away just to get a kill.
The problem is, when I played on RTCW, good reflexes (and a cable connection) meant that I could drop a panzer whore before he could charge up and fire. Now with the ET damage system, it takes too many shots from any weapon to kill someone so a panzer whore on full health is guaranteed to release a panzer unless he gets unlucky and three people open up on him instantly.
So I suggest either return the damage model to something closer to RTCW where a couple of headshots can drop an enemy or slow down the panzer fire time. Panzers really shouldn’t be the be all and end all of close combat.
Right now most Panzers will run around the map with a pistol then switch to PF immediately to take out whomever they come across. In medium range combat that makes a PF soldier virtually unbeatable. You can’t hit him with enough rounds before the PF hits you, you can’t dodge, you can’t hide. You can only respawn, start over, and face the same guy again at the same place…
The MG42 is extremely inaccurate, the mortar is obviously useless for combat, the flamethrower is short range only and inaccurate and with a likeliness for the wielder to cause himself damage. The sniper rifles are inaccurate and require multiple shots. The garand requires an empty clip before it can be reloaded etc etc.
What’s the panzerfausts weakness?
It’s 100% accurate (Probably more than most handguns), it’s fast, has huge splashdamage radius, can be toggled to and fired at a moments notice. In short, that little “charge” time after you pull the trigger is too short, there’s no time for the target to do anything to avoid gibbing.
I’d love too see the Panzer require a second or so for the shooter to set his feet, flip the aim up or something else before he can fire. (Alt fire to flip aim up or something, then fire to launch)
That said…a panzer soldier won’t throw a game off as it is too slow to take out many enemies and play a huge role overall. BUT, in 1v1 combat, it’s unbeatable and that’s where my gripe lies. Love it or hate it, the Panzerfaust in its current incarnation IS unbalanced.
It was like that in legacy Wolf too. If he catches you by surprise your a gonner. If you both see each other, it old wolf it was way to easy to take out the panzer. Now you at least have to try. If you keep working at it, you’ll get them.
Not with that attitude you can’t. Stay positive, stay focused and you’ll get the hang of it eventually.
Gets me few time in the tunnel by the bridge… grrr.
I wish it fired faster but even in its current unfinished state, it’s far from ‘useless’.
What would make it better? A warning pops up everytime you switch to the flamethrower that says “CAUTION : HOT”
'bout time. I hated how accurate the old sniper rifles were.
Once you get good at it, you’ll kill them 50% of the time like me. Which would make it balanced right?
I also seem to have a 50% chance of getting them. Same as RTCW for me sometime they get me sometime i get them. I like it when they have to vaporize themselves to get me.
Ehr, not likely, perhaps after a couple others have first hit him with a couple rounds. Unless you get a couple headshots right away he will finish you.
Not with that attitude you can’t. Stay positive, stay focused and you’ll get the hang of it eventually.
Hah, even if every gibbed piece of me goes “I think I can I think I can” I’m still gonna be dead.
(Re:MG42)Gets me few time in the tunnel by the bridge…
Oh when you’re prone and on tripod it’s an excellent weapon. But imagine a duel, medium distance, a soldier with PF and a soldier with mg42 both with their pistol in their hands, say go and they switch to their primaries. Who’ll win?
(Re:Mortar)I wish it fired faster but even in its current unfinished state, it’s far from ‘useless’.
Again, as a tactical weapon, after placing it and aiming, it’s an excellent weapon. But in a duel, panzerfaust vs mortar just like above, who’ll win?
(re:flamethrower)What would make it better? A warning pops up everytime you switch to the flamethrower that says “CAUTION : HOT”
No, the flamethrower has it’s weaknesses, unlike the PF. I’m starting to think you’re missing my point intentionally.
(Re: sniper rifles)'bout time. I hated how accurate the old sniper rifles were.
Ehr, they’re sniper rifles, not big SMGs. They’re supposed to be accurate and lethal. But limited in their ammo and reload times. In ET the accuracy is an additional sniper rifle weakness.
Once you get good at it, you’ll kill them 50% of the time like me. Which would make it balanced right?
Uhm, no. Good at what by the way?
If it was balanced then 2 equal players would each win 50% of the time. A PF soldier will beat any other man on the battlefield given the same circumstances. As luck has it however, most of the PF fanatics are newbish and just kamikaze their way. The PF is by far the most powerful weapon, it has no obvious weaknesses. Which was my point, the PF is unbeatable in 1v1 combat.
The real panzafausts shot a blast out the back as well as the front. If you were standing with something say, 5 feet behind you, the blast would bounce back and fry you! Maybe that kind of effect should be included. Maybe also getting shaken around a lot (or even kicked to your feet)
With these, you may not be able to defend against a panza firing at you, but you can be sure a nearby teammate will take him out with ease. In fact, every time he shoots he’ll become very vunerable, making it closer to ‘one shot, one death’ for him
I’m just saying if you work at it you’ll get better. And faster if you stay positive.
Panzer… The mg42 would only be good to hold down areas from a well covered area. Panzer definatly helps move you forward more than any other weapon. But thats the whole point of it right? As for balancing, you could always go panzer and take out their panzer before he panzers you with his panzer.
Yeah but after its working, you could take out a big chunk of someone defense with it. It’s long range power is balanced out by its short range weakness. Maybe all soldiers should be able to pick up other guns. Or earn them with xp…?
It does but it also has some pretty good strengths if you can get it into the right spot. It could stand to be beefed up I guess.
Well maybe make them harder to use then because playing against really good snipers in legacy wolf was like instagib.
But it does! It’s very slow to fire. And their is a loud sound that gives their position away when they fire. You can dodge long range panzer shots too… And you can’t use them in choke points if your own team is around you. So you have a second or two to kill them. Yeah its hard but it was tooo easy to kill a panzer in wolf. If games dont get harder they stop being fun if you ask me. And remember you can always go panzer and take out their panzer.
Actually, I think you’ll find it doesn’t. Damage for a tommy against the head is (according to ifuritas ET for dummies giude) 40 with helmet and 50 without. I may not have done high school grade maths for a few years, but I’m pretty sure that still makes 90 not 100. You’re looking at a minimum 3 shots to the head to kill a soldier. And as any ardent player should know, the more bullets you fire, the less accurate they become, so the odds of putting in 3 headshots at once in a standard ‘chance encounter’ type of situation before the panzer can fire (given the now slower firing SMGs) are very slim. In RTCW the higher rate of fire meant that even if all three didn’t land on the head, the fourth and fifth had a chance of finishing him before the panzer fired.
Panzer’s should not be the king of combat - they should be anti-tank weapons. Personally I would suggest that tjhe panzer has it’s splash radius reduced and damage againas’t people reduced. Then increase it’s damage against tanks and any other structure that may be panzerable in the full version of ET.
The main problem is the splash radius. I could handle being taken down by the extreme nature of the weapon if it didn’t take out my two teammates with me. Usually when I work in a small group, I like to take point and expect to take the brunt of the damage, but Panzers make group work a dangerous thing.
Don’t get me wrong, I’m not anti-panzer, I think it has it’s place on a balanced team like any other weapon, but at the moment, given the new ET damage system, the panzer is a little too powerful.
I do like the idea above about the back-blast. I think that would go some way toward stopping the panzer on point mentality some players like to adopt. They know that a panzer, a medic and a Lt can be an unstoppable combination. At least with back blast it would make the LT and medic have to keep their distance, giving the enemy more time to take out the medic before he can revive a dropped PF soldier.
In RTCW PF’s can still take you out,I dont believe anyone who claim they can take a RTCW PF out everytime in a duel the moment they see them.
IMO the times i have killed PF in ET with an SMG compared to RTCW is around the same.
I don’t think anyone is saying in RTCW they could drop a PF soldier everytime, but the odds were in the favour of the SMG weilder in RTCW not the panzer soldier. Now it’s the other way around due to the decreased rate of fire and decreased damage of the SMGs in ET.
I don’t mean too sound irritating or anything, but don’t you know anything about WWII, the Garand in reality HAS TO have the clip emptied before it can be reloaded, period. That’s why that thing flies up (called a bangalier i believe). So if they made it too where the Garand can reload anytime, would make it TOTALLY unrealistic.
I have to totally disagree with the postulation that the MG42 is inaccurate. I’ve been able to go 60:3 with the MG42 using it when set up in the tunnel near the stairs. A frontal assault rarely works on a good MG42 position. I usually only get killed by a very well placed PF shot or if the spawn splits to attack me, or when I am changing out belts.
Well my biggest problem with panzers is when they are high level with their command post up. They can shoot a second shot off way too fast. Really I would just love to see head shots do more damage then they currently do though. Maybe it’s because I play Cov Ops with a sten, but it’s really hard to justify shooting someone three times or more (if they have improved health) for a kill.
I don’t mean too sound irritating or anything, but don’t you know anything about WWII, the Garand in reality HAS TO have the clip emptied before it can be reloaded, period. That’s why that thing flies up (called a bangalier i believe). So if they made it too where the Garand can reload anytime, would make it TOTALLY unrealistic.[/quote]
My post wasn’t about changing any weapons other than the PF, which is why I listed some weaknesses with the other weapons. The PF has one and a half, One is it requires recharge, the half is the momentary delay before it fires.
As I said… when you’re prone and on tripod sure, it’s a great weapon and I often play as a soldier with MG42. But tried it freehand? Wildly inaccurate and mostly useless. That means the MG42 isn’t a killer weapon that can be whipped out at a moments notice like the PF.
Again, I don’t have a big problem with any weapon other than Panzerfaust, most have some weakness built in to compensate for their power. In the case of the MG42 it is great inaccuracy when standing, the PF has no such weakness.
I am able to kill if I am not set up using the MG42 in small bursts while crouched. Otherwise I agree totally. Right now, the Mg42 is my favorite slaughtering weapon.
the interpolating bug thing that affecting animations is probably making the headshots harder than they will be, so i guess panz will be a little easier to take down in the release. any decent pf player will take you down first in 1v1 anyway, unless you catch him well off guard, same in rtcw & ET.
panz needs a wide splash radius will gibbage imo, the reason the weapon is necessary in rtcw is to have some weapon that is usable against very solid xfires in the smaller areas. Ice is a particularily good example map on no-panzer rtcw servers; its not uncommon for allies to hold the service door or push down to take flag and hold the north tunnels for the entire game. when there’s a pf however, axis have a reasonable chance to break through. i use rtcw because it makes for an easier example, but PF is doing the same job in ET, essential for gameplay balance. the pf weakness is the shot has to reload - which obviously means pf is vulnerable after firing, but makes him more vulnerable before firing too since a decent pf player shouldnt be hitting one player