Hi !
As panzershrecks are not Karl-Gustav (versatil RPG), they should be really less effective versus infantry.
Too often, a Shreck's squad will, at long range, kill 2 models of infantry in cover or not. Germans already have plenty of excellent anti-infantry weaponry to need that. I think a tone down is in order on this matter.
Any shrecks or bazooka's squad should take more time to setup before firing from a building's windows. I say at least 1 sec more.
Us at-grenades should be at least as good that their Russian counterpart. Meaning no minimum range, the same maximal range and the same damage. Only their critical hit potential should be lower.
Thank you.
Comments ?
Panzershrecks vs infantry, Usa's at-nades and more
1 Sep 2014, 18:40 PM
#1
Posts: 976
1 Sep 2014, 18:46 PM
#2
Posts: 2561
Us at grenades haven't had a minimum range for a while. The problem is that the animation takes forever and sometimes it bugs out and doesn't actually fire.
1 Sep 2014, 19:21 PM
#3
Posts: 2280 | Subs: 2
Permanently BannedRear echelon at vet2(5men) with double zooks. ive noticed that the zooks get them plenty of infantry kills. I think zooks and shreks get equal infantry kills.
1 Sep 2014, 21:31 PM
#4
Posts: 976
Rear echelon at vet2(5men) with double zooks. ive noticed that the zooks get them plenty of infantry kills. I think zooks and shreks get equal infantry kills.
Then both weapons should be toned down. (US have bars).
thanks !
1 Sep 2014, 21:36 PM
#5
Posts: 4928
The problem is that the animation takes forever and sometimes it bugs out and doesn't actually fire.
This is an issue with most or all grenades it seems.
2 Sep 2014, 06:00 AM
#6
Posts: 187
This is an issue with most or all grenades it seems.
Except for Soviet AT grenades. Those bastards get them off every time.
2 Sep 2014, 06:17 AM
#7
Posts: 1248
I think the Bazookas and Panzershrecks ability to hit infantry is decided by RNG.
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