Raketenwerfer is awful
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this unit is win button if you steal it. I was asking about how to counter it. Basicaly only ISU imo
I'm confused.
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1.Vehicle Priority - Allow this to work in buildings.
2.The Camouflage ability adds a target priority modifier (Crew Members Hold Fire). Vehicle Priority adds a target priority modifier as well (vs vehicles). When both abilities are active it causes the priority skills to cycle every second or so. The result of that is sometimes the Raketenwerfer does not fire while or takes too long to fire while in Camouflage. To fix that they should remove the target priority from the Camouflage ability and remove the weapons from the crew or make the range extremely short so that they dont fire on anything from far while in a camo state.
3. Aim time should be changed from 0.375 to 0.125 to match all other AT guns in the game. In addition post aim fire time should be changed from 2 to 1 to match all other AT guns and allow the unit to feel more responsive.
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I've lost more Raketens due to the crew having to make a U-turn to retreat than anything else. It is especially painful with death loops. I rather have a reverse command than a retreat command.
Agree, wheelplatformed weapons are painful to use. Maxims also suffer very hard because of it.
Posts: 526
Yes yes, I know what katitof will say, that it has special snowflake features like camo and retreat and garrison. Camo is nice for sure, but garrison is only needed because you don't get green cover for the crew like with other at guns. Then the retreat, as someone mentioned, is actually less functionally useful than a reverse gear. In fact it is often the only way to save the raketen from fire and involves completely vacating the field of hard AT for a long time while an enemy tank goes to town. As a Brit player also, I laugh at raketens.
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But seriously, it's also cheaper, camo is extremely nice (if it works), and garrison is one hell of a feature.
Retreat can be rather nice if you got the apm for macro poking. It's not just the retreat itself, but also the easy ability to refresh your squad, and even make use of forward retreat points.
The bugs are the problem, and it's weird "bring in line" design.
IMHO: reduce aim-time, maybe increase mobility a little, with a slight damage reduction, and people could actually use it as some mobile rocket squad.
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For those of you not in-the-know, the Vet1 bonus allows the Raketenwerfer to move at full speed, even when stealthed. This means that there is no longer any cost associated with the opportunity of using stealth.
Having just compared the raketenwerfer to the pak40:
- The Raketenwerfer has a pretty big setup time, at 0.75 (vs 0). Thus, if you want to make the Raketenwerfer responsive, always set up manually.
The setup time will pretty much guarantee that you will never be able to reface your raketen and fire in-time.
Otherwise, I don't know what's killing Raketenwerfer's responsiveness:
- The Raketenwerfer has slightly bigger ready aim-time (variable between 0.125 - 0.25). This only affects the first shot
- ... but has lower wind-up time, by 0.25 (constant)
The two add up and, in theory, the Raketenwerfer should have an advantage there. So, there must be some other value that's messing things up (definitely setup time, but not the aim time).
Finally, note that the Raketenwerfer has:
- Smaller range (50 vs 60)
- Bigger arc of fire (70 vs 60)
- Is a better AT gun than Zis / USF at guns (higher penetration than both at all ranges, and faster reload cycle than the zis)
- Is the cheapest AT gun in the game.
2.The Camouflage ability adds a target priority modifier (Crew Members Hold Fire). Vehicle Priority adds a target priority modifier as well (vs vehicles). When both abilities are active it causes the priority skills to cycle every second or so. The result of that is sometimes the Raketenwerfer does not fire while or takes too long to fire while in Camouflage. To fix that they should remove the target priority from the Camouflage ability and remove the weapons from the crew or make the range extremely short so that they dont fire on anything from far while in a camo state.
Are you positively sure about that stacking priority skills will cause the unit to lag? I am genuinely curious to know.
I was implementing a prioritize vehicle function that would allow vehicle MGs to function normally, and I had to literally stack about 10-15 priority commands; I didn't notice a drop in performance.
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Retreat, cloak and garrison abilities are great, but worth nothing if you cant carry out a f*ckin kill with it.
I would rather lock it behind teching and increase its price to 300 or 320, just to be f*ckin reliable.
OKW is a crippled faction. Soviets are raping them on every level. Partially because of these garbage tools. An AT gun needs to deal with tanks, not run home crying...
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2. It usually hits the ground
3. It takes ages to shot
4. It's buggy sometimes
For reasons 1-4 it's worst non-doc at of game.
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You know what is trully awful? the M42 AT gun.
Just give it the raketens retreat, garrison and maybe even camo and problem will be solved.
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Just give it the raketens retreat, garrison, pupchen penetration, puchen arc of fire, fast reload cycle of the pupchen, and maybe even camo and problem will be solved.
fixed for you.
Not even talking about garrison capabilities of the pupchen...
Tbh I've never liked the raketen concept. It has so many gimmicks when all we need is a Pak40. So imo they should just replace it with the wehr Pak40 locked behind getting the first truck set up.
I like this one.
Posts: 500
fixed for you.
Not even talking about garrison capabilities of the pupchen...
I like this one.
You just mentioned it's garrison capabilities in your quote
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