Panzerfaust Article


(Sacrifice) #1

http://www.jodavidsmeyer.com/combat/military/weapons-german-panzerfaust.html

After reading that article, there are a couple of things that I would like to see implemented in Enemy Territory, and possible RTCW as a whole. The Panzerfaust is a very powerful weapon without many drawbacks. These implementations would give it some drawbacks, without lowering its destructive power.

Since the Panzerfaust is a one-time usage weapon, it should only be able to be fired once until it is re-armed by a Field Ops. That way an experienced Panzerwhore cannot spam the battlefield without the help of a Field Ops.

I would like to see backblast with the weapon. It would be cool if the Axis Panzerfaust Soldier yelled “Achtung! Feuerstrahl!” and fired the weapon 2 seconds later. This gives enough time for his teammates to get out of the way, and his target a fighting chance at avoiding instant death. This would not effect targeting the slow moving tank, which is what the weapon is suppose to be primarily used for anyway.


(Iamthefallen) #2

From the article:

He then locked the sighting lever into the up position and removed the safety plug.

That I’d love to see in ET!
Make the PF soldier alt-fire and spend a second or two flipping the sight up and removing the safety before he can fire. It would largely make the PF as a run-around-the-field weapon useless. It would still be a great asset for taking out tanks or hitting other more stationary targets but we’d probably not see the same level of PF whoring as there is now.


(NoSoup4U) #3

And now he can with 4 panzer rockets ?
prrrt


(damocles) #4

Yes.

I like the one shot idea, that way he would need to be spotted by a LT for replacemant shots. Not only would it promote teamplay, but it would give the panzerfaust soldier the limitation it needs to bump it into ther support weapon category, inastead of the “I can’t shoot for shinola, but you can’t miss with this baby” category.

The ideaof having to alt-fire to ready it for use is also good thinking. Perhaps it could immobilise the PF soldier until he fires or alt-fires again (eg he sets up in a kneeling, aiming stance instead of being able to run around while charning up a shot)

I don’t think both ideas are necessary as that would over nerf the PF. If I had to choose I’d go with the single shot option and maybe increase its damage vs the tank so it is still valuable in it’s designated purpose.


(Vengeance) #5

maybe giveing the Panzerfaust a realistic arc, allowing gravity to pull down the rocket as it travels.


(Iamthefallen) #6

That’s excactly what I had in mind. Making the PF soldier alt-fire to enter a “ready” stance before firing would remove a lot of the abuse we see now where an enemy basically kamikazes into a group, switches from pistol to PF, fires and takes out a couple guys and perhaps himself.

In regards to the ammo limitation that someone mentioned above. With PF you’re more or less guaranteed to get a kill for each shot. I’d say that 4 kills per spawn is a pretty good ratio that’s avaliable to anyone who can point near an enemy and click. In 1v1 you will not win against a PF soldier unless he’s recharging or is very low on health.

Again, tactically the PF isn’t a problem, it won’t stop or aid an assault to that great an extent. But it is a huge annoyance to run into a PF soldier on the field and being unable to beat him. Some will say it’s because of lack of skill, but then there’s the obvious question of why must a player be much more skilled than the PF soldier to be able to kill him? It’s used as an 1v1 weapon rather than anti-tank right now, and as a 1v1 weapon it
is unbeatable.

fallen


(Deine Mutter!) #7

The panzer as it is now is completely unbalanced. Especially with the fuel depot map. 3 axis panzers can hold off the allies almost single-handedly. It’s almost laughably easy to level up with the panzer. A decent panzer will get 4 kills without a reload (assuming 1 miss and 1 doublekill.)

The singleshot idea is good. To make that work though, the blast from the panzer should be much more powerful, able to damage structures just like the dynamite or satchel charge, and take out a tank with 1 or 2 hits (1 hit for turret or tread shots). And to rearm should take 2 ammo packs from a field op, along with a very slow recharge, something like 1 min at level 1, 30 secs at level 4. This makes the panzer almost useless against infantry (as it should be!) and better at taking down structures and vehicles.

I can see how some people might object to these changes, so here’s some other ideas:

-Add in the backblast (do this no matter what)
-Can only be fired from a stationary position
-Make it a one-shot, throw away weapon, and give the sold a smg to use after his 1 shot
-Require a field ops to be within a certain range to have it fire. Instead of carrying ammo, the field op provides the ammo at the time of the shot. This prevents the panzer from just spamming the field, and encourages teamwork.


(Steve) #8

Like the arc in shrub? It may stop the few people who use it, noobs or whores or whatever from being effective with it, but the people who are really good with it can do more with an arc than without. Be careful what you wish for.


(Vengeance) #9

No matter how you look at it a arc would mean u need more skill with the panzer. Short range shots this wont do much to the panzer but long range shooting with it would become more difficult.


(bani) #10

there isnt any reason why a soldier should have to carry only a single launcher in real life. they fire, then throw the launcher away. why bother reloading when you have several more pre-loaded launchers…


(Sacrifice) #11

Yes, the Panzerfaust soldier can bloody the field quite well with only 4 rockets.

Because it would be extremely difficult for a soldier to carry four panzerfausts around on the battlefield?


(damocles) #12

In the war soldiers would often carry two or three PFs slung over their back. The question is not really one of whether or not a PF soldier would be able to carry 4 shots, it’s whether he should be allowed to in order to keep the game balanced.


(Ragnar_40k) #13

Here a quote from the article:

The warhead automatically armed itself during flight (after traveling about 15 feet)

This would be nice to stop suicide panzers. The panzer isn’t armed if fired at close range and won’t explode!


(bogs) #14

It doesn’t take much to take out a panzer unless he catches you off guard. In which case there was more than just a big explosion that got you killed, it was the other guys smarts that led you into a trap.

If you get killed by a panzer in close quarters enough to bitch about it, you just gotta practice killing them before they get their shot off. Bitching won’t make you a better player.


(Mystiqq) #15

hi

just wanted to say that please do something about the PF :slight_smile:
yesterday it went all to hell … basicly everyone running around and dueling with panzers are just too damn lame :slight_smile:
The amount of people using them in game is been increasing a lot in past week… when you see “out of stock” in the limbo in PF slot… it makes you wonder :moo: (… on allied side)

adding the backblast and/or the arming range would imo make it a bit better, removing the stupid dueling with PFs ,which i dont think PFs have been designed for … :slight_smile:

cheers
Mystiqq


(kvilli) #16

:bored: …hope they’ll make some changes to medic and PF. I’ll give my vote for the “arm after traveling 15 feet”-feature.


(damocles) #17

The arm after travelling 12 feet idea doesn’t really pan out. The problem is if they go for realism in any way shape or form, the idea fails. The 12 feet is not an actual distance, simply a fuse in the warhead causing it to arm after X seconds. This won’t stop short range suicide panzers as the warhead would simply hit the target and then fall, then explode. If anything, it’d give the panzer launcher a chance to run out of the blast radius.

The only method they could have of doing the 12 foot arming rule would be to make the warhead bounce off of players like the rifle grenades do, but that’d look silly. If they make it so the warheads will only explode if they’ve travelled 12 feet, there will be an endless stream of complaints from the various players saying how stupid it is and how unrealistic.

I still think the best bet is to nerf it a bit. Limit the ammo stocks/blast radius. Backblasts are probably not going to happen because it’s too late into development for any major changes like that. The alt-fire readying idea is very good but again I don’t see it happening due to the late stage of development. I think the one-shot starting load-out is the best bet. It won’t deter suicide panzers so much, but it will reduce the amount of people that think a panzer is an sniper weapon.


(Inglix the Mad) #18

It doesn’t take much to take out a panzer unless he catches you off guard. In which case there was more than just a big explosion that got you killed, it was the other guys smarts that led you into a trap.

If you get killed by a panzer in close quarters enough to bitch about it, you just gotta practice killing them before they get their shot off. Bitching won’t make you a better player.[/quote]

:rofl:

I had a 340% accuracy with my panzer as a test. That is a FF server where I actually had to watch what I shoot at. I was LVL 4 Heavy Weapons inside of 14min and we were at axis depot in 6 mins. Largely because 3 allied panzers kept nailing the enemy ops/medics (who cares about the engineers :stuck_out_tongue: ).

Simple solution to what causes most panzer trouble: make the damn thing random spiral like it did in real life. Note I said “random spiral” because it did. After a 150 meters Panzer info.

Incidentally Patton said: “No son of a (expletive) ever won a war by dying for his country. He did by making the by making the other poor dumb son of a (expletive) die for his.” It doesn’t take brains to get close and suicide. People who do that in game are frequently referenced as Suicide Panzer P****** and always try to get FF turned off. With FF off they can really go to town, after all they cannot be kicked for tking then.

:banana: Inglix :banana:


(Inglix the Mad) #19

I seem to recall that fuses exist for the protection of the soldier and that if the detonator is compressed (i.e. target hit) before it passes arming distance, it crushes the firing pin. This renders the warhead useless. So much for PW’s letting warheads drop. :smiley:

Inglix


(BoltyBoy) #20

The way I see it, if you’re going to nerf the PF by reducing ammo you might as well get rid of it altogether. Like who’s going to play with a weapon with only one shot - even if it is more powerful? Along with then having to chase lieutenants to get ammo it would just be annoying and dull.

I’d like to see how it plays with a combination of an arc trajectory as well as a random deviation in the direction it’s fired. Perhaps the degree of deviation will reduce with player Exp.

Maybe also slow it down a little?