Rethinking PIATs
Posts: 769 | Subs: 1
However, a new patch approaches to change that, and in the meantime I've been wondering whether anyone really bothers with PIATs?
Relic mercifully made the PIAT appropriately cheap from the outset given its relative uselessness (*cough*bazooka*cough*), but there is the undeniable catch that it still uses up a very valuable weapon slot. It's hard not to see more value in double Bren, or leaving the slot empty and hoping to find a loose panzerschrek (or even bazooka!).
One possible option would be giving the squad an extra weapon slot when you upgrade to 5 men. The catch is that they already start dropping weapons like crazy at vet 3 because of how their bonus lee enfields count as extra weapon slots. This would make that even worse.
A more practical alternative is perhaps if PIATs became a timed ability that could be activated per squad for a nominal munitions cost. This is similar to AT snares, but with multiple shots (plus at least 2 units shooting) and no snare ability. You'd probably still need to unlock this with the same upgrade, but it would allow you to react situationally to armour with only a temporary loss of anti-infantry ability. And while it leaves a slot open for more weapons, it delays your ability to purchase those weapons.
Thoughts?
Posts: 2396 | Subs: 1
So a PIAT change would be appropriate, but only if 2 conditions will be met:
1. Turn that damn sniper into a unit that is not OP and does not counter its own counter aka remove its AT abilities;
2. Buff PIATS but don't transform them in the abomination they were in COH1 (hitting moving bulseye while moving in carriers trololol)
Posts: 1930
Well,
1. Turn that damn sniper into a unit that is not OP and does not counter its own counter aka remove its AT abilities;
which is why the brit sniper have a tank snare. Changing the brit sniper would require a redesign of piat or giving tommies tank snare. In the early game the brit should be using the AEC and/brit sniper to counter fast moving vehicle.
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Posts: 1384
Just takes a little practice and you'll get it down in no time.
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Oh, and with done throw the price up a bit because they'd actually be pretty good if they hit things.
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But hey, I'm just some outdated, nostalgia-goggled old-timer; not able to comprehend the E-sporty goodness that is CoH2.
So ofc, make the PIAT tp_homing with a Pak 43 damage/pen profile ))))))
Posts: 760
Back in my day, you actually had to to use attack ground to make PIATs work, and it was an accepted, learned skill. People who didn't bother to learn how to lead their targets w. attack ground w. PIATs were laughed at and called noobs!so one faction has to use attack ground to make a weapon the cost manpower fuel and munitions to work? That's not balance that's stupidity. Coh1=\= coh2
But hey, I'm just some outdated, nostalgia-goggled old-timer; not able to comprehend the E-sporty goodness that is CoH2.
So ofc, make the PIAT tp_homing with a Pak 43 damage/pen profile ))))))
Posts: 2885
so one faction has to use attack ground to make a weapon the cost manpower fuel and munitions to work? That's not balance that's stupidity. Coh1=\= coh2
Well, why not? If it is powerfull enough (it is not right now) I don't mind using attack ground at all. Basically all weapons that need skill to use and are exclusive to one faction are good for the game and provide variety so I'm all for it. Lets just make them reload faster without changing a cost and they will soon become common in top 100.
Posts: 1276
Well, why not? If it is powerfull enough (it is not right now) I don't mind using attack ground at all. Basically all weapons that need skill to use and are exclusive to one faction are good for the game and provide variety so I'm all for it. Lets just make them reload faster without changing a cost and they will soon become common in top 100.
Why make one player micro and the other not have to micro cuz his units are simply better and dont require the same amount of micro?
if this is your logic you should have to attack ground shreks
Posts: 760
Because there is no skill about it, its more of an unfair handicap, because other factions don't have to use attack ground.
Well, why not? If it is powerfull enough (it is not right now) I don't mind using attack ground at all. Basically all weapons that need skill to use and are exclusive to one faction are good for the game and provide variety so I'm all for it. Lets just make them reload faster without changing a cost and they will soon become common in top 100.
Posts: 17914 | Subs: 8
Back in my day, you actually had to to use attack ground to make PIATs work, and it was an accepted, learned skill. People who didn't bother to learn how to lead their targets w. attack ground w. PIATs were laughed at and called noobs!
But hey, I'm just some outdated, nostalgia-goggled old-timer; not able to comprehend the E-sporty goodness that is CoH2.
So ofc, make the PIAT tp_homing with a Pak 43 damage/pen profile ))))))
Back in my day you have paid small muni fee to immobilize and disable tank with button and watch it melt to PIATs while it couldn't do anything about it.
If you didn't felt like using this super high micro manouver you could always slam piats int scout-car cheap roos, chase down and YOLO blow up any given armor in game.
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Permanently BannedPosts: 1276
Its like trying to buff a sword to keep up with machine guns. Piats were terrible awful weapons. You're lucky they are as good as they are now for what they cost. They aren't for assaulting but defending.
If you think CoH2 is historically accurate you are in the wrong place.
The piat needs a buff in its fire arc or the speed of the projectile. The range is good and makes it so you have to get close to your target but often times the unit will move 2 inches and your piat will fire over or under the target completely.
Posts: 55
An increase in projectile speed is all that is needed in my opinion.
Posts: 270 | Subs: 1
It's a good cheap weapon to put on your sappers and once they reach vet 1 they get massive range.
Posts: 1276
If it had lock on like shcrecks did the PIAT would be OP
It's a good cheap weapon to put on your sappers and once they reach vet 1 they get massive range.
It doesn't need lock on for sure but it misses its target 80~% of the time =/
Honestly Its ok that it misses but its missing too much if that makes sense.
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