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 Post subject: Handeling of the stove pipe
PostPosted: Wed Oct 28, 2009 6:37 pm 
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Found a link to an allied intel report on the PzShrek from may 44.
http://www.lonesentry.com/articles/ttt09/antitank-rocket-raketenpanzerbuchse-43.html
Interesting read.
1. Weapon is fully able to be run arround with when loaded there is a spring to lock the loaded round in.
2. Weapon can only fire 7 rounds before it needs to be serviced.
3. The allies knew that you should wear your gas mask to fire it, as you WOULD get burned(later versions had a shield of course).

lots of great docs on that page by the way.


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 Post subject: Re: Handeling of the stove pipe
PostPosted: Thu Oct 29, 2009 5:22 am 
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Right, our version has the shield.

Also, I don't think there are many cases where the 'Schreck man lived long enough in a DH fight to get more than seven rounds off. :?

If he could, he would be very dangerous. Remember the 'Schreck can penetrate buildings and kill the enemy inside without having to have its round enter through a door or window.

You should be able to kill that sniper in the church tower when nothing else can...

Schneller

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 Post subject: Re: Handeling of the stove pipe
PostPosted: Thu Oct 29, 2009 6:42 am 
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Ever since I found out about that I've used the anti-tank class, even when there are no tanks around. It's helped many times when there has been an mg/sniper team in a building or church tower. It's also A LOT of fun to kill multiple people this way. It definitely adds a lot to the game.

What I hope you developers/coders take out of that bit of information posted by pongo is that you could load the panzerschrek and then run around with it while the rocket was still loaded. Hopefully you can change it to be that way in-game as well.

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 Post subject: Re: Handeling of the stove pipe
PostPosted: Fri Oct 30, 2009 2:26 pm 
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Nice info,Pongo.

Now if the damned rocket will just quit bouncing off of Stuarts. :wink:

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 Post subject: Re: Handeling of the stove pipe
PostPosted: Sat Nov 07, 2009 12:21 am 
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DNeidFISTER wrote:
Ever since I found out about that I've used the anti-tank class, even when there are no tanks around. It's helped many times when there has been an mg/sniper team in a building or church tower. It's also A LOT of fun to kill multiple people this way. It definitely adds a lot to the game.

What I hope you developers/coders take out of that bit of information posted by pongo is that you could load the panzerschrek and then run around with it while the rocket was still loaded. Hopefully you can change it to be that way in-game as well.


We are heading for that as well as firing rocket launchers while standing. :D If it is realistic, we want to tweak in that direction.

And, a 'Schreck hit should annihilate the Stuart 90% of the time.
:twisted: The only time it should fail is when you strike a plate at such an angle that the jet blows over the face of the plate rather than burning a hole though it. Or you burn a hole in a section of the tank where there is no ammo or fuel (or crew) to damge/destroy. Or the round simply does not detonate.

HEAT rounds can detonate, without richochet, but if the jet is not pointed into the tank at a decent angle, it will groove the armor rather than penetrating. The 'Schreck, if it hits at the correct angle, should easily penetrate ANY ALLIED TANK even from the front.

I think the following is accurate:


The HEAT bazooka projectiles(NOTE: US Model found in DH) were base fuzed, both in WWII and in the later 3.5" version. A standard base fuze is slow to operate relative to super-quick artillery nose fuzes. This is because unlike nose fuzes, which are detonated by the direct action of striking a solid object, they rely on the projectile slowing down on hitting the target and a free moving striker in the fuze being propelled into the detonator by inertia (nose fuzes have other devices which will set them off if they are merely slowed down by hitting soft ground, although you will still get a proportion of "blinds", which fail to explode). The effect of this delay is to degrade the stand off distance and allow deflection of the projectile prior to detonation when stiking at some angles.

Schneller

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 Post subject: Re: Handeling of the stove pipe
PostPosted: Sat Nov 07, 2009 1:54 pm 
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Schneller wrote:
DNeidFISTER wrote:
Ever since I found out about that I've used the anti-tank class, even when there are no tanks around. It's helped many times when there has been an mg/sniper team in a building or church tower. It's also A LOT of fun to kill multiple people this way. It definitely adds a lot to the game.

What I hope you developers/coders take out of that bit of information posted by pongo is that you could load the panzerschrek and then run around with it while the rocket was still loaded. Hopefully you can change it to be that way in-game as well.


We are heading for that as well as firing rocket launchers while standing. :D If it is realistic, we want to tweak in that direction.


Now THAT I want see in-game.

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 Post subject: Re: Handeling of the stove pipe
PostPosted: Sat Nov 07, 2009 2:54 pm 
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the only thing that I want actualy is beeing able to use the Schreck and Bazooka while "standing". To many times you have a perfect chance to attack a enemy tank, but you ... cant cause youre not crouching or cause you have no possibilty to rest the weapon on some surface.


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 Post subject: Re: Handeling of the stove pipe
PostPosted: Sun Nov 08, 2009 8:21 am 
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tman29th wrote:
Now THAT I want see in-game.

Wuk wrote:
the only thing that I want actualy is beeing able to use the Schreck and Bazooka while "standing". To many times you have a perfect chance to attack a enemy tank, but you ... cant cause youre not crouching or cause you have no possibilty to rest the weapon on some surface.

Then I guess you're both be real happy with the next update then! ;)

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 Post subject: Re: Handeling of the stove pipe
PostPosted: Mon Nov 09, 2009 1:28 pm 
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PsYcH0_Ch!cKeN wrote:
tman29th wrote:
Now THAT I want see in-game.

Wuk wrote:
the only thing that I want actualy is beeing able to use the Schreck and Bazooka while "standing". To many times you have a perfect chance to attack a enemy tank, but you ... cant cause youre not crouching or cause you have no possibilty to rest the weapon on some surface.

Then I guess you're both be real happy with the next update then! ;)


Well I already fell in love the updates in 3.0 you made for zook... guess it's double-time then :P Can't wait...

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 Post subject: Re: Handeling of the stove pipe
PostPosted: Fri Nov 20, 2009 3:32 am 
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Maybe the load times a little shorter too?

I know we don't want them too "powerful" but seriously - I started loading my 'schrek last Tuesday and I'm only ready to fire now! :lol:


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 Post subject: Re: Handeling of the stove pipe
PostPosted: Fri Nov 20, 2009 8:52 am 
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find a team mate to help you (I know its hard but not impossible) and its finished in a second. Do the same when ever you see another person with a anti tank weapon and provide the same support you get 5 points for it and that way you can easily get 10 as you can do it 2 times.


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 Post subject: Re: Handeling of the stove pipe
PostPosted: Wed Nov 25, 2009 2:18 am 
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I didnt like the slow reload times of the AT weapons at first,
But combined with the instant reload if you have a buddy near, I think its a good game play balance.


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 Post subject: Re: Handeling of the stove pipe
PostPosted: Wed Nov 25, 2009 8:49 pm 
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Pongo wrote:
I didnt like the slow reload times of the AT weapons at first,
But combined with the instant reload if you have a buddy near, I think its a good game play balance.


That is true. But asking nicely a friendly to reload you and he just stares blank at you or runs past ignoring you totally makes you frustrated :P

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