I don't recall it being there some patches ago, but now it seems that every time you use the Panzerfaust ability, there is some significant delay between the launching sound and animation and the actual rocket being launched. The problem is it has real game consequences, because if you move your squad before the rocket actually goes off, the ability gets cancelled. This leaves your squad vulnerable for longer than it should.
It doesn't seem to matter if you use it on Grenadiers or Fallschirmjägers, probably Osttruppen will be also affected then.
Panzerfaust delay
20 Dec 2014, 16:32 PM
#1
Posts: 542
20 Dec 2014, 20:16 PM
#2
2
Posts: 2181
Yeah it looks very weird
20 Dec 2014, 22:46 PM
#3
Posts: 17914 | Subs: 8
Its for all throwable abilities.
AT nades, normal nades, molotovs, satchels, everything got delay before actually throwing it.
AT nades, normal nades, molotovs, satchels, everything got delay before actually throwing it.
21 Dec 2014, 00:30 AM
#4
Posts: 351
AT rifle nades for USF are the worst for this. Sometimes the delay is massive.
21 Dec 2014, 00:49 AM
#5
Posts: 1042
I've seen it happen where one guy doesn't bother to fire his and it falls to another guy to get his out and fire it instead, basically doubling the time it takes for it to shoot...
21 Dec 2014, 02:38 AM
#6
Posts: 211
The faust animation finishes, the rocket launches, but nothing happens until a full second later when the real rocket launches and hits.
21 Dec 2014, 03:30 AM
#7
Posts: 306
LOL sherman smoke handles it sooo much better...
"we must obey all traffic laws and complete a full stop before we can save ourselves using smoke."
"we must obey all traffic laws and complete a full stop before we can save ourselves using smoke."
21 Dec 2014, 04:01 AM
#8
Posts: 211
LOL sherman smoke handles it sooo much better...
"we must obey all traffic laws and complete a full stop before we can save ourselves using smoke."
Once you get a handle on how it works it's not too bad. It stops to shoot smoke but it will continue shooting if you issue a move order immediately. Other abilities would be canceled by the move order. It would be nice if it was completely separate though.
21 Dec 2014, 04:14 AM
#9
Posts: 829
Yeah, its really annoying. Clear shot becomes possible unit wipe.
Often it turns into gamble.
It's same thing with Con at nade and molotov. etc
Often it turns into gamble.
It's same thing with Con at nade and molotov. etc
21 Dec 2014, 06:34 AM
#10
8
Posts: 2470
AT RGs also have a minimum range that never got removed when they were changed...
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