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russian armor

Rethinking PIATs

29 Oct 2015, 06:35 AM
#1
avatar of Cyanara

Posts: 769 | Subs: 1

I know that thinking of ways to make Brits better is hardly the paradigm right now (with the one possible exception of their dismal artillery accuracy/AOE).

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?
29 Oct 2015, 08:29 AM
#2
avatar of JohnnyB

Posts: 2396 | Subs: 1

Well, I won't deny PIATS are a bad AT weapon. They won't hit moving targets. This is one of the weapons in the game Lelic is historicaly accurate. For this reason I am tempted to say "so they should be that way" but I realise balancewise it's not ok.
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)
29 Oct 2015, 08:36 AM
#3
avatar of Firesparks

Posts: 1930

PIAT is mainly useful for hitting the big fat armored target. It basically ignore armor and stuff like the King tiger make for easy target.



jump backJump back to quoted post29 Oct 2015, 08:29 AMJohnnyB
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.
29 Oct 2015, 08:38 AM
#4
avatar of Iron Emperor

Posts: 1653

PIAT is complete shit, but first I'd say fix the broken stuff that obliterate everything before fixing this. They don't need even better AT curently. All tanks can take on their counter parts extremely easy.
29 Oct 2015, 09:54 AM
#5
avatar of Dullahan

Posts: 1384

If you use attack ground, these things become a lot more powerful. You can hit rear armour and moving vehicles with it from very far away.

Just takes a little practice and you'll get it down in no time.
29 Oct 2015, 13:22 PM
#6
avatar of Noscul

Posts: 19

I think the only thing the PIAT would need is increased projectile speed, it still might have difficulties with lighter vehicles due to their speed. Against a tank, except when it can blitz out, it should have a chance to hit depending on the scatter. Or if PIATs are going to be left alone the firefly should be more of an AT tank then a massive munitions sink.
29 Oct 2015, 13:29 PM
#7
avatar of samich

Posts: 205

Just increase the projectile speed to the point where they'll hit a moving tank at mid range and hit a fast moving light vehicle at close range.

Oh, and with done throw the price up a bit because they'd actually be pretty good if they hit things.
29 Oct 2015, 13:57 PM
#8
avatar of Mittens
Donator 11

Posts: 1276

The PIAT is bad, like samich sayed "just increase projectile speed" or decrease the firing arc to make it have more of a direct shot. Saying a change to the sniper wont fix the issue and you guys are getting side tracked.
29 Oct 2015, 13:58 PM
#9
avatar of The_rEd_bEar

Posts: 760

It just needs a plain buff its useless since it can't even hit tanks
29 Oct 2015, 14:25 PM
#10
avatar of Volsky

Posts: 344

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 ))))))
29 Oct 2015, 14:37 PM
#11
avatar of The_rEd_bEar

Posts: 760

jump backJump back to quoted post29 Oct 2015, 14:25 PMVolsky
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 ))))))
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
29 Oct 2015, 14:54 PM
#12
avatar of ferwiner
Donator 11

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.
29 Oct 2015, 15:02 PM
#13
avatar of Mittens
Donator 11

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
29 Oct 2015, 15:03 PM
#14
avatar of The_rEd_bEar

Posts: 760



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.
Because there is no skill about it, its more of an unfair handicap, because other factions don't have to use attack ground.
29 Oct 2015, 15:07 PM
#15
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post29 Oct 2015, 14:25 PMVolsky
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. :foreveralone:

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.
29 Oct 2015, 16:42 PM
#16
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
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.
29 Oct 2015, 16:55 PM
#17
avatar of Mittens
Donator 11

Posts: 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.

29 Oct 2015, 17:15 PM
#18
avatar of Anarcy

Posts: 55

I know the PIAT has some issues, but I don't think it is as bad as people make it out to be. Granted, against mediums and such the lack of accurate hits is problematic, but the ability to always do damage on deflection makes them (in my opinion) very good against the incredibly slow super-heavies.

An increase in projectile speed is all that is needed in my opinion.
29 Oct 2015, 17:20 PM
#19
avatar of Flying Dustbin

Posts: 270 | Subs: 1

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.

29 Oct 2015, 17:30 PM
#20
avatar of Mittens
Donator 11

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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