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russian armor

Proposed change to infantry based rocket AT

Good Idea?
Option Distribution Votes
33%
48%
19%
Total votes: 21
Vote VOTE! Vote ABSTAIN
14 Dec 2015, 08:38 AM
#1
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

Alright guys I have been thinking about how annoying zook and schreks can be to (light) vehicles, since it is fairly hard to kite the 5-range that you have to fire before zooks and schrecks can hit you.

I have developed a simple solution to hurt blobbers, but keep the usefulness of bazookas and panzerschrecks at closer ranges, so that they can still be used to supplement AT guns and armor, without promoting a-move blobs.

Bazookas and Panzerschrecks -> 0 accuracy at long range

Let me explain what this means. This means that bazookas and panzerschrecks can no longer lock onto your armor at max range, guaranteeing a hit. You can now dodge rockets that have been fired by moving away from their projected path. Bazookas and Panzerschrecks will now be ambush and support weapons, instead of self-sufficient AT weapons like AT guns.

What it doesn't mean, is that zookas and panzerschrecks will be useless. They can still hit vehicles at long range through scatter, and they can still have accuracy at close-mid range, so that enemy armor that is "going deep" can be punished with tracking rounds.

This change will also probably have to come with a tweak of bazooka and panzerschreck scatter and the ability to force "hold fire."
14 Dec 2015, 08:46 AM
#2
avatar of xSakox

Posts: 18

+1 This could work! If someone made a mod implementing this, it could be tested.
14 Dec 2015, 08:55 AM
#3
avatar of Qvazar

Posts: 881

If I'm not mistaken, they currently have a low accuracy and only hit because of their low scatter values too.. so it already works like this?
14 Dec 2015, 09:01 AM
#4
avatar of Esxile

Posts: 3602 | Subs: 1

Voted no.

Shreck and Zooks aren't the problem. The problem is what unit can handle them.

With you idea, USF T1 is pretty much definitively fucked and USF forced into Stuart in every game when a light vehicle popup on Axis side. Captain will become a cap and die unit.

So lock Zooks to RE and Shreck to whatever other OKW unit which isn't Volks or Pfuss and you'll solve the issue. Something I like more and more is shreck on Obers. It locks early shreck behind a Build Order decision (T3 as second building or not).
14 Dec 2015, 09:36 AM
#5
avatar of AchtAchter

Posts: 1604 | Subs: 3

I'm not a fan of this; the problem never were zooks or schrecks. The problem is that they are handed out like candies to your mainline infantry. Nobody ever was complaining about dual schrecks on a Pzgren squad. This change would hurt them most and somehow I fear this change would just encourage even more spam due the thinking: "If get more schrecks/zooks something will have to hit!"

In addition, giving them 0 long range accuracy would make them into huge RNG cannons since you leave their scatter unchanged. I'm personally not a fan of putting more RNG into the game.
14 Dec 2015, 09:41 AM
#6
avatar of Kozokus

Posts: 301

I'm not a fan of this; the problem never were zooks or schrecks. The problem is that they are handed out like candies to your mainline infantry. Nobody ever was complaining about dual schrecks on a Pzgren squad. This change would hurt them most and somehow I fear this change would just encourage even more spam due the thinking: "If get more schrecks/zooks something will have to hit!"


Hello.

Kinda agree. I like specialised AT infantery like Guards or upgraded PG's. Plus, as the OP stated, it will make them useless, what is the point?

Kozo.
14 Dec 2015, 09:51 AM
#7
avatar of SwonVIP
Donator 11

Posts: 640

hm. I dont know... playing against the Flak HT could be really really nasty then.

They should be less accurate but more accurate if in cover.
14 Dec 2015, 10:08 AM
#8
avatar of RMMLz

Posts: 1802 | Subs: 1

1. Hold fire for hand held AT is a must.

2. I think it should only apply to Volks' Pzschreck and Bazookas picked up from weapon rack. Other units like Captain and PzGrens should still keep their accuracy at far.
14 Dec 2015, 10:18 AM
#9
avatar of robertmikael
Donator 11

Posts: 311

Bazookas and Panzerschrecks -> 0 accuracy at long range

Let me explain what this means. This means that bazookas and panzerschrecks can no longer lock onto your armor at max range, guaranteeing a hit. You can now dodge rockets that have been fired by moving away from their projected path. Bazookas and Panzerschrecks will now be ambush and support weapons, instead of self-sufficient AT weapons like AT guns.


It is very easy to use a bazooka. If I can hit at a vehicle from long range with a bazooka in real life, and I am only a civilian (but I have done my military service in Finland), then what about veteran WW2 soldiers?
14 Dec 2015, 10:30 AM
#10
avatar of robertmikael
Donator 11

Posts: 311

But I would never try to use a bazooka against infantry, because I would never hit them. This could be changed in the game.
14 Dec 2015, 10:46 AM
#11
avatar of Katitof

Posts: 17914 | Subs: 8

I'm not a fan of this; the problem never were zooks or schrecks. The problem is that they are handed out like candies to your mainline infantry. Nobody ever was complaining about dual schrecks on a Pzgren squad. This change would hurt them most and somehow I fear this change would just encourage even more spam due the thinking: "If get more schrecks/zooks something will have to hit!"

In addition, giving them 0 long range accuracy would make them into huge RNG cannons since you leave their scatter unchanged. I'm personally not a fan of putting more RNG into the game.


^Pretty much this.

This is also pretty much shreck on volks problem exclusively because of shreck damage, penetration and how well it performs vs allied med and light armor.

Single zooka on rifles is ineffective even vs kubel and you're losing significant part of AI if you go for dual ones, you pretty much have to go RETs as dedicated AT squad here.
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