The ready aim time of the Raketenwerfer 43 Püppchen
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Sorry I know I am German and it's a hard language but this is by far the mistake that bothers me the most because so many players do it :/
To the topic:
I think you are right. Against a fast Dodge/M3 a Raketenwerfer is a must have. But it's range is so small and it's radius is also very thin. So if a dodge drives through it's line of sight it won't be able to shoot because it needs too much time.
Very frustrating. It seems like Relic wants the Raketenwerfer to be a more static unit (to be garrisoned in buildings) but it's the only counter to the early vehicle spam.
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Currently you are lucky if you even get one shot off before the enemy drives away
Or worse drives behind it, kills it fast as f*** an recrews it.
Good luck getting a PaK out of a building as OKW.
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I'd be happy if it stopped hitting the ground every other shot.
Yeah, I think thats the major problem.
If you manage to put that thing in range, you shouldnt be punished by watching it shooting circles around the target. I also think it need a slight accuracy buff.
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All I know is that every time I steal one as Soviets it outperforms a ZIS by a mile. The penetration and range of it is amazing.
It has exactly the same penetration at point blank, and worse range until Vet 4- and because of the lower range, it has higher penetration falloff at a distance too. It's probably more effective in Soviet hands because of the 6 man crew, which coupled with the ability to retreat would make it near immune to losing veterancy. Same reason why a soviet pak 40 is so incredibly good, or really any german team weapon in soviet hands.
For those looking for numbers regarding the Rak's ready aim time, it's 1 to 1.5 seconds minimum and maximum respectively. Fire aim time min is 1 second, fire aim time maximum is 1.25 seconds. All the above values are 0.125 seconds for every other AT gun. the Rak also has a set-up time of 0.75 seconds while all other AT guns have no set-up time at all... though I'm not sure how that directly translates ingame.
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It really should have a little lower aim time. To keep the rate of fire the same just increase the reload.
seems like the issue is ready aim, not fire aim. modifying ready aim wouldnt increase rate of fire, only the time before the first shot.
as for the set up time, it seems to be set to false, so that shouldnt have any impact
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Thank you thread...thank you.
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Puppchen takes too long to fire first shot.
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Sorry for off topic but I don't understand why everyone writes "Racketenwerfer" with "CK". It's "Raketenwerfer". You did it right in your headline but then you did it wrong in the text.
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Sorry I know I am GermanYou're being too nice
and it's a hard language but this is by far the mistake that bothers me the most because so many players do it :/
Even harder: Wandering dogs are liable to be shot: is that "Umlaufenden Hunder erschossen werden werden" or "Umlaufenden Hunder werden erschossen werden"? I simply cannot remember
(In my own language, I shudder when I read "Riffles" or worse, "versing").
Back to topic
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Even harder: Wandering dogs are liable to be shot: is that "Umlaufenden Hunder erschossen werden werden" or "Umlaufenden Hunder werden erschossen werden"? I simply cannot remember
Neither. It's "Umherlaufende Hunde werden erschossen".
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The long ready aim time is indeed unpleasant.
Neither. It's "Umherlaufende Hunde werden erschossen".
Ah thanks!
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