Fausts are easily the best tank snare in the game, they'll be useful 99% of the time as allied tanks other than the AEC don't have an instant ninja smoke bomb.
Sherman, Cromwell, Valentine, Comet. Also: It is not only about Smoke. Russian AT nades can also be used even if the squad itself has no LoS, Panzerfaust and Rifle snare can't
The USF BAR, OST G43 and OKW STG are the only weapon upgrades I can think of which are absolute improvements: the other weapon upgrades make the squad worse in some respect. LMG upgrades make squads trash close up and don't fire on the move, SMG upgrades make squads trash at range.
With "Lmgs" I also meant the BARs (always forget that they more act like Stg 44s and thus aren't "real" Lmgs in this game).And is it really that hard when Cons long range DPS gets decreased? I mean they already aren't that great on long range so you basically always have to get close to the enemy.
Building a lot of cons without the ppsh ability is a losing strat because while you are spamming rifle infantry the enemy is matching you AND has an upgrade that increases their DPS
Those upgrades cost ammo which you can spend on other stuff.
You can't just build cons like you can volks and transition into the late game. You will NEED guards or penal to stand half a chance.
Only building Volks will get you also into trouble since they aren't that great when unupgraded and even with Upgrade they are not some kinda of "Ultra-Terminator" squad. And using Cons in late game acutally works. They are a decent infantry unit for their price.
Ptac is already a 1 click wonder, if the enemy has snare infantry in range YOU failed to provide proper support and yes you desire to get snared. The pfaust on anything but volks should also apply to that.
So if Russians snare thought buildings and smoke it is ok and deserved but not so if the same happens with Volks ?
Also-fausts can be used against buildings and shit, so maybe THAT'S the "counter weight" *if others do it should all of then*
Oh yea ... slightly damaging buildings is a really good counterewight to beeing able to throw AT nades even throught you have no LoS. If only Russians had this ability too ... something which could get used as AT nade and Building destroyer ... something like satchel.
So I did some testing myself and it turns out this issue is a symptom of something different.
The Panzerfaust and USF AT Rifle Grenade require the squad itself to have line-of-sight and the other snares don't.
USF AT Rifle Grenades and OST/OKW Panzerfausts require the squad itself to have line of sight to the target vehicle for the firing animation to start. If the squad itself doesn't have line of sight when the animation starts the ability will cancel. Once the animation starts you're safe: if you lose LoS during the Panzerfaust animation the ability will still fire.
Other AT grenades do not require the squad itself to have LoS: provided the player can see the vehicle the squad will throw the snare.
This doesn't just apply to smoke. They'll throw their snares through hedges and buildings too if they can get the target in range.
Thanks for the testings. In my opinion this makes the whole situation even more broke. Just imagine getting snared out of nowhere.
Is there any proof of that? Like if the smoke takes effect, you can’t see that vehicle anyways and can’t target it with anything. Prior to the smoke taking effect I think everything works like the smoke isn’t even there.
Play more USF in actual games and you'll notice it cancel out sometimes if the vehicle moves in and out of the minimum range. You can clearly see the min range UI when you click the ability.
Um ... ok ... not sure what I messed up. Can some moderator please delete the 2 other Replays(accidentally posted this 3 times in a row)? Thanks in ahead
Don’t all snares still fire through smoke once the animation starts? Yes you can’t shoot the snare if you can’t target the vehicle. What is the problem here?
The problem is that Satchel and RPG 40/43 can be used on vehicles which are already covered in smoke. While the Panzerfaust can't (you can aim at the vehicle but the animation won't start)
I mean the minimum range on USF snare is a pretty obvious drawback. How the hell does smoke difficulty(even though tank smoke is vastly more common on axis tanks) compare to not even being able to use the snare because you're too close to the tank?
So I just did some tests and I could stand my Rifles on a distance where their faces were touching steel. And? The rifle snare was still useable. Where was your minimum range?