Anti tank weapons killing infantry
Posts: 542
It happens lately a lot to me that I approach for example an American Anti Tank weapon and it kills half my Obersoldaten squad before they are even close with two consecutive hits.
Bazookas seem more accurate than Panzerschrecks to me against infantry, and Americans tend to have a lot of them and so it often happens that I lose more guys to their Bazookas in the initial firing than I lose to his actual rifles over the course of the fight. Often this forces instant retreats on my elite soldiers because they have only 4 guys in their squad; Volksgrenadiers and Panzerfüsiliers don't care as much about it.
Personally I would prefer if those kind of weapons for all factions were slightly less accurate against infantry, without nerfing them against vehicles that they should be good against.
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You know, frontal attack on field gun shuld be possible but extremly risky, now its most common tactic, you dont need to flank cause thosa guns cant kill you.
Posts: 1617
Also the Pak-43 has very good accuracy vs the 120mms
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RE blob (3-4 squads) with double bazookas gib infantry surprisingly well.
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Posts: 4928
Basically there are 2 systems in place, the first one works like Accuracy × Target Size = Chance of guaranteed hit. If a hit is guaranteed, the second system does not need to come into play, and the shot will hit nomatter what even if it has to phase through walls or turn in mid-air. Soldiers have a Target Size of 1.
The second system is Scatter, in the event the shot is not a guaranteed hit, it may still hit depending on the vehicle's scatter. The lower the scatter, the more accurate the shots will be. AOE is also important, it's effective for all shots, but AT weapons have extremely small AOE, their AOE is about the size of a Grenadier's boot.
The accuracy of an AT Gun is 0.04 at long range, that's a 6% chance to hit a Soldier. Against say, a Tiger Tank, that chance is 0.04 × 22, an 88% chance to guarantee a hit. But even if it doesn't guarantee a hit, the scatter may still allow the shot to connect with the Tiger Tank.
The problem is you can't lower the accuracy because it'll effect armour far more than infantry. You can't decrease the scatter to compensate because it'll effect infantry more still. The most you can do is take the 6% chance and random luck as it is.
Posts: 508
Yep, actually all guns including pak40, pak43, and especially SU-85 and Slugger (Jackson) should be able to shoot HE rounds as those always did. I feel it really strange looking when 2 field guns are supporting infantry in a fight and no enemies die...
You know, frontal attack on field gun shuld be possible but extremly risky, now its most common tactic, you dont need to flank cause thosa guns cant kill you.
Right, but this isn't a WWII simulator. In real life an anti-tank gun out in the open certainly could not survive multiple shots from a tank like 30 yards away, but that's something you see all the time in the game.
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Pray to RNG gods and have faith.
Posts: 2885
Right, but this isn't a WWII simulator. In real life an anti-tank gun out in the open certainly could not survive multiple shots from a tank like 30 yards away, but that's something you see all the time in the game.
The main thing that differs RTS from a simulator is the scale, I mean all the soldiers, tanks, guns and so on have ridicolously small ranges in order to make games more dynamic and fit all the units (including artilery and mortars) on really tiny maps.
Of course that doesn't have to include changing units efficiency, field/at guns are low so targeting infantry that close is very hard job even with HE shells (because of the angle) so those could have the same AOE as a tank but much worse accurancy vs low and small targets like infantry.
On the other hand they should still be effective against buildings, that's really important because a gun firing at a building for 15 minutes doing nothing doesn't even look unrealistic but simply silly.
Posts: 4928
Short version: If you increase the spread, they'll be less likely to hit Tanks.
Long version: http://www.coh2.org/topic/19587/anti-tank-weapons-killing-infantry/post/175066
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Yeah bazookas seem to be the biggest offender of this, they are hitting infantry pretty regularly.
This may seem so, because they shoot faster then shrecks and its not like shrecks weren't sniping inf since.. forever.
And if there is any issue with AT weapons hitting infantry, then its PTRS not hitting them enough.
After all, they were used as beefed up, clumsy "sniper rifles" as well.
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Posts: 322
I really suprise that there was a Zis managed to kill 2 models full health Volksgrenadier .
Posts: 2885
The problem is you can't make them have too high spread because of how AT weapons work.
Short version: If you increase the spread, they'll be less likely to hit Tanks.
Long version: http://www.coh2.org/topic/19587/anti-tank-weapons-killing-infantry/post/175066
What you actually can do is for example increase the spread and double all vehicle sizes at the same time.
I mean the number that is used to count if the shell hits as size of course.
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I lost a 100% health (newly spawned) FJ squad to a bazooka round from a captain yesterday. Instant squad wipe. Kreygasm
Thats one of these "when the planets line up" scenarios.
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