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Pongo
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Post subject: Handeling of the stove pipe Posted: Wed Oct 28, 2009 6:37 pm |
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Joined: Sun Mar 01, 2009 8:09 am Posts: 409
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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.htmlInteresting 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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Schneller
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Post subject: Re: Handeling of the stove pipe Posted: Thu Oct 29, 2009 5:22 am |
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| Community Liaison |
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Joined: Sun Nov 25, 2007 3:16 am Posts: 2690 Location: kansas City USA
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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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Wilsonam wrote: But, as someone said - perhaps just a touch too anal for a game
WUK: What! Thats impossible! Blasphemie!
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DNeidFISTER
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Post subject: Re: Handeling of the stove pipe Posted: Thu Oct 29, 2009 6:42 am |
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Joined: Thu Jul 23, 2009 4:24 pm Posts: 65 Location: Maryland, USA
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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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{1.SS}Bix
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Post subject: Re: Handeling of the stove pipe Posted: Fri Oct 30, 2009 2:26 pm |
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Joined: Mon Aug 24, 2009 4:58 am Posts: 130
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Nice info,Pongo. Now if the damned rocket will just quit bouncing off of Stuarts. 
_________________ SS-Panzergrenadierregiment 1
 http://www.panzergrenadiers.com
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Schneller
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Post subject: Re: Handeling of the stove pipe Posted: Sat Nov 07, 2009 12:21 am |
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Joined: Sun Nov 25, 2007 3:16 am Posts: 2690 Location: kansas City USA
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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.  If it is realistic, we want to tweak in that direction. And, a 'Schreck hit should annihilate the Stuart 90% of the time.  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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Wilsonam wrote: But, as someone said - perhaps just a touch too anal for a game
WUK: What! Thats impossible! Blasphemie!
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tman29th
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Post subject: Re: Handeling of the stove pipe Posted: Sat Nov 07, 2009 1:54 pm |
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Joined: Sun Oct 11, 2009 10:21 am Posts: 82
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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.  If it is realistic, we want to tweak in that direction. Now THAT I want see in-game.
_________________ Changed account name by creating new profile. Look for Zookawarrior. This account won't be used anymore.
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Wuk
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Post subject: Re: Handeling of the stove pipe Posted: Sat Nov 07, 2009 2:54 pm |
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Joined: Wed Jun 11, 2008 1:27 am Posts: 1894
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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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PsYcH0_Ch!cKeN
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Post subject: Re: Handeling of the stove pipe Posted: Sun Nov 08, 2009 8:21 am |
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| Former Programming Lead, Web Admin and PR Guy |
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Joined: Thu Apr 17, 2008 7:23 am Posts: 1150 Location: Brisbane, Australia
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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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tman29th
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Post subject: Re: Handeling of the stove pipe Posted: Mon Nov 09, 2009 1:28 pm |
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Joined: Sun Oct 11, 2009 10:21 am Posts: 82
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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  Can't wait...
_________________ Changed account name by creating new profile. Look for Zookawarrior. This account won't be used anymore.
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EchoCharlie
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Post subject: Re: Handeling of the stove pipe Posted: Fri Nov 20, 2009 3:32 am |
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Joined: Fri Nov 13, 2009 7:43 am Posts: 24
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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! 
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Wuk
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Post subject: Re: Handeling of the stove pipe Posted: Fri Nov 20, 2009 8:52 am |
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Joined: Wed Jun 11, 2008 1:27 am Posts: 1894
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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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Pongo
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Post subject: Re: Handeling of the stove pipe Posted: Wed Nov 25, 2009 2:18 am |
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Joined: Sun Mar 01, 2009 8:09 am Posts: 409
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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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tman29th
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Post subject: Re: Handeling of the stove pipe Posted: Wed Nov 25, 2009 8:49 pm |
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Joined: Sun Oct 11, 2009 10:21 am Posts: 82
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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 
_________________ Changed account name by creating new profile. Look for Zookawarrior. This account won't be used anymore.
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