The PIAT Is Terrible
Posts: 362
Obviously the PIAT can't become a direct-fire weapon, but I think an increase to its projectile velocity and/or range would be a good start.
Posts: 1653
So this thing's probably the single worst weapon upgrade in the game right how. Sure it's cheap and does good damage, but it couldn't hit a bloody ocean liner moving through heavy molasses. Basically all it does is force Axis players to keep their vehicles moving around or else stick to max range. So really nothing.
Obvious solution - increase projectile velocity and/or range.
I'd say increase it's cost and make it like shreks or something, then the dmg output should be a bit lower. Then you got something real for your munition
Posts: 362
I edited my original post just as you posted this. It can't become a direct-fire weapon unfortunately, thing as that's not how it functioned in real life.
I'd say increase it's cost and make it like shreks or something, then the dmg output should be a bit lower. Then you got something real for your munition
Posts: 747 | Subs: 2
Posts: 1144 | Subs: 7
Posts: 1930
Its high deflection damage (80!)basically allow it to ignore armor and its scatter isn't as much of a problem against huge target like the Tiger or panther. As an comparison, schreck deal 120 damage on penetration and the bazooka deal 80.
normally what I would do is put 2 two piat on two sapper each. It's actually an effectiveness defense against the axis heavy. It's rarely to actually score a kill with the PIAT but it will reliable put a dent in the german dent. The british themselves also have highly effective tanks.
I believe the british were meant to use specialized units like the bofor/aec and at sniper against targets their PIAT can't hit. At the same time, PIAT and Firefly will deal with the axis heavy. It's a unique concept and I believe it can still be salavaged.
and Honestly I prefer not to see PIAT spam in the game.
Posts: 128
Posts: 2636 | Subs: 17
In smaller team-modes (1v1 and, perhaps, 2v2), I wouldn't really ever bother with PIATs, because 6pdr > PIAT.
In clusterfuck team-modes, however, PIATs become little miracle-workers:
- They can be fired over hedges/obstacles
- They are way more mobile than the 6pdr, and can also retreat if needed
- They have great DPS for their cost (cheap MU price, low reinforce cost)
Use them:
- To deter heavy-armour pushes
- As your only indirect fire option vs Trucks (the whole hedges thing I mentioned before)
- vs people that underestimate them. They will pay the price
The downside is that PIATs require a lot more micro (hence, not suitable for 1v1) . Here are some tips:
- You should ALWAYS use attack ground, so that you can get more predictable results
- PIATs tend to overshoot by a little bit, thus you need to aim a bit closer to compensate
- Keep your PIAT squads spread, so that even if you miscalculate, you will at least score a few hits
Source: I have been using what I preach for the past 2 months, and I have been consistently good, sometimes game-changing, results with them.
Posts: 474
For their munitions cost, they are amazing when they hit because they do damage regardless of penetration. Which means enough in a blob shooting at a snared tank means its done for no matter what way its armor is facing.
In all honesty, they are micro intensive as hell when you want better accuracy using attack ground. Which means you have to baby sit them a lot in order to get the results you want. But for a dead tank? I guess it would be worth it.
Posts: 301
Even as an AI weapon they are not to be underestimated. A lot of player feels nervous when they see their squads eating tons explosions.
Correct me if i am wrong but i think that the rate of fire is quite fast too.
Kozo.
Posts: 2470
Posts: 270 | Subs: 1
You can easily snipe fleeing tanks in the fog of war just by attack grounding with good prediction.
As people have said the problem is micro tax. NEEDING to attack ground to get good results is terrible compared to the fire-and-forget Schreck and Zook.
Anything that makes it easier for PIATs to hit things will improve them ten-fold. Using the Special Weapons commander to drop PIATs for Conscripts is extremely effective.
Posts: 2636 | Subs: 17
You cannot use them to deny abandoned team weapons.
e.g., PIATS will fail to damage mortars, even if you are standing next to them when you fire (either with normal attack, or with attack ground).
This drawback becomes more pronounced since the UKF lacks the indirect fire options to counter team weapons.
The only options I have found to cover for this role are the AT gun and snipers (takes too long & very risky).
Livestreams
5 | |||||
1 | |||||
14 | |||||
5 | |||||
5 | |||||
4 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.939410.696+5
- 4.35459.857-1
- 5.599234.719+7
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
catholicacademy
10 posts in the last week
27 posts in the last month
Welcome our newest member, catholicacademy
Most online: 2043 users on 29 Oct 2023, 01:04 AM