AT Nades Vs Panzerfausts
Posts: 187
Do fausts have a higher chance to penetrate than AT Nades? And if so...why? Don't they already have longer range? Or is this more about a difference between the armor of the Tiger vs. the IS-2?
Posts: 117
conscripts also get oorah which let's them close the distance.
Grena have to slowly walk up to what they're fausting which usually gets a model or 2 killed.
Posts: 2181
Atnades have penetration of 100 while panzerfausts have 140.
The chance to penetrate is armor/penetration
They have same range, I think it is to compensate for oorah but it is very annoying pfasut always penetrates t34 while atnade can bounce of p4
Posts: 187
I think conscripts with at nades are better
conscripts also get oorah which let's them close the distance.
Grena have to slowly walk up to what they're fausting which usually gets a model or 2 killed.
True...that does explain the range difference. And I'm sure there are dozens of other arguments you can make how the units balance out in the end. But just for my knowledge, how do the abilities compare in terms of their chance to penetrate and cause engine damage?
EDIT: Thanks Sarantini.
Posts: 187
Posts: 476
Posts: 187
The penetration of the Pfaust is also higher because the At-Nade has a chance to hit the reararmor from the front.
I assume that you'd have to be pretty close to it to hit the rear armor while standing in front?
Posts: 2425
Permanently BannedPosts: 187
The ATNade has a chance to hit rear armor even when thrown from the front.
Is the chance affected by the Conscripts proximity to the vehicle? And if the Conscripts are behind the vehicle, I assume it's a 100% of hitting the rear (but not necessarily a 100% of penetrating)?
Posts: 971
Last day I tried to get cover behind a house and I got fausted anyway.
Posts: 292
BTW, can panzerfausts now go throught obstacles?
Last day I tried to get cover behind a house and I got fausted anyway.
Yes. As long as you have vision on the tank and you stand close enough to fire the Panzerfaust it doesn't matter where the tank moves, it'll go through any obstacles.
Posts: 604
The higher penetration is, as others have already said, to compensate for not being able to lob it over the front armor (and also obstacles).
Plus AT Grenades profit a lot from both Ooraah and their faster aim time, making it much harder to avoid and much easier to deploy (not complaining, just stating its advantages). Of course a disadvantage is that you need to spend a little manpower/fuel/time to unlock them.
Overall, I'd say the balance between Panzerfaust and AT grenade is fine and shouldn't really be messed with. But with the way things are going right now, chances are they'll do something stupid like buff the Panzerfaust instead of just fixing the goddamn commanders.
Posts: 73
Posts: 208
Never seen heavy engine damage from an AT nade.
Is this the case?
Posts: 2425
Permanently BannedFaust: Better penetration, but directional and can in some circumstances impact on terrain. Longer aim time.
ATNade: Less penetration but an indisclosed chance to hit rear armor from front. Basically if the ATNade is thrown, it will always hit no matter how far the vehicle moves (flies like a suicidal homing pidgeon over and around terrain) Benefits indirectly from Oorah. Costs fuel to upgrade but Cons get Merge and Oorah for free.
Both do the same dmg iirc.
Indont know how the difference between engine dmg types are determined.
I would suggest that first engine crit should do light engine crit, and a second subsequent one always cause an immobilisation crit.
Posts: 577
There is another chance to cause a critical damage which depends only on the targeted tank and it's hp percentage. Causing damage to a tank always has a small chance to cause a minor critical if it's below a certain percentage or a major critical at 0 hp. The exact values can be found here.
Posts: 2425
Permanently BannedAlthough I prefer my suggestion of subsequent engine crit causing effects causing heavy engine dmg, to increase the impetus of Cons/Grens in particularly in numbers to not only engine dmg but practically immobilize a vehicle rather than just scratching it for a bit more dmg.
Posts: 1221 | Subs: 41
ATNade: Less penetration but an indisclosed chance to hit rear armor from front. Basically if the ATNade is thrown, it will always hit no matter how far the vehicle moves (flies like a suicidal homing pidgeon over and around terrain)
.
ATNades miss on very fast moving targets pretty much always. Good thing nobody usually drives stuff in a straight line past you so you don't get to enjoy atnades disappearing into thin air that often.
Chance to hit rear armor from front seems minimal if it even exists.
Making the engine destroyed effect be something you can aim for with multiple nades would be a huge nerf to soviet T3 and doctrinal tanks. Engine destroyed should be left for mines to cause and the current small crit chance for engine destroyed on faust/atnade removed completely because it's just the most annoying form of RNG possible, a small chance for a huge effect to happen without any player input.
Posts: 2425
Permanently BannedATNades miss on very fast moving targets pretty much always. Good thing nobody usually drives stuff in a straight line past you so you don't get to enjoy atnades disappearing into thin air that often.
I have never once seen that happen.
Are you sure you are not confusing that with a non-penetrating hit?
As to the stacking Engine crit proposal, we will have to agree to disagree.
Posts: 177
it's funny when grenadiers say "im not sure a panzerfaust is going to do much against that thing" and then it instantly engine damages your IS2 from the front
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