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1.34 Feedback - RPATS


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Rocket Propelled Anti Tank weapons. Give us some feedback or tell us a story about a kill or the one that got away.

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The panzershreck round first goes up and then down like a mortar round.

It needs to go straight to where you aim and drop over time, not go higher the first 100m.

Bazooka seemed better.

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Kind of a "careful what you wish for" thing asking for the Schreck to shoot "straight".

The only way it's beneficial is if it gets adjustable sights.

As it is now, the sights are set for ~200m. If it was set for point blank or 20m or whatever, then you would have to guess where to aim, covering up the target with the shield/sight etc..

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WYars9wKRyI

2nd time using it, first flies over sherman - first hit kills crew 2&3 while lower hull hit killed 1&4.

I'll stick to flying...

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Here's my story. Spawned. Ran around town a bit. Saw a 4D about 50m away maybe, driving. Shot him in the side and he blew :)

Found another tank, 2 shots a little more off the the side and didn't kill him (got mg'd down before I could fire off a third)

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havent see a single allied tank brew up from a shreck.

couldnt do it myself hitting the right spots, nor could anyone else.

200 mm penetration and no brews? something aint right.

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After running a few times for town with my Faust i finally made it once, locked in a STU sound that was heading north of the AB, took position between buildings and waited for him to pass by, shot him once are rear wheels, 50m range, 90 degree, no visible effect, I ran a bit more, he stopped his STU, I took aim again, same angle I hit his turret mid part for a gunner shot, 50m range again, got detonation, pulled back and reloaded, got a shot at him from front, shot his turret from front, hit and detonation success, he MGed me quickly, I was dead...

All other times I never made it to target with the Faust and at one point the list was just empty so tested other stuff.

Looks real nice, explosions look great, aiming is very constrictive...

Will test for real tomorrow with squaddies.

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axis zooka seems very very inaccurate even within 200m..the round will go up and down..just hope it hits

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Completely Subjective but managed to get a kill on a Sherman from a Church tower by shooting at engine decking - it bang - so something worked.

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just watched 3 shreks (so 15 rounds) unable to kill a sitting shermie. 10 hits on the side and rear except for maybe 2 on the turret and a few misses.

edit: played with it some more, brewed an m10 with the second hit to the rear side @ 100m or so. So that was satisfying. But that shermie wasn't right.

Edited by megoblks
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Panzershrek has very few smoke when it hits the target, the smoke should be increase and temporaly cover the full tank. ( on videos showing the real panzershrek firing and hitting a target the smoke from the blast is very large)

- The sights should be at 100m ( it's easier to calculated the place where it's going to hit if you can actually see the round shooting through the sight even if its going to fall real fast.

- No adjustable sights?

No US Bazooka on the 1.34 offline test.

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Swiftcut and I did a controlled experiment in Kortjirk AB.

First i spawned Sherman.

First 5 shots did nothing.

1 shot he flamed me and killed the crew.

Next test: M10

Shot 10 rounds at me. Managed to kill engine and driver, plus commander (who was exposed)

Gunner never got killed.

----

Game test it took 8 panzerschrek shots on a Sherman and all I did was flame his engine.

He drives away with engine on fire.

Saw another Sherman driving around with engine fire like nothing happend.

Thats not right.

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The Sherman is cake to brew or kill specific crew. You just need to know where they sit inside the tank, and get a 90 degree plate between yourself and the target on the inside.

Same for the axis rides.

The M10, however, is one of those tanks that has angled plates and is a real *****. Best I've done so far is engine and track kills while on level ground. If you can get 1 story above them, though, same spots that worked with sapper, work with the schreck.

IIRC, the Rats said they planned to remove ATR's and put in RPATs in like tier 2 or something? I suggest leaving at least one unit that has satchels all the way through, because not everything is going to be killable with the RPATs. Then again, does everything NEED to be killable by infantry? I wonder.

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I dont think the kills are registering when killed by a bazooka.

But I did see a kill credit when I killed a sherman with a panzerschrek.

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Unorthadox and I did quite a few test with the M9 Bazooka and so id thought I should post the results here. Its hard to record all the specific little things but I would say its fairly accurate.

Most shots were done under 50m and some were tried at different angles. Missed shots are not recorded. More often than not the tanks were moving targets, few of them were still shots.

Panzer IVG

Pziv 1: 1 hit kill

Pziv 2: 1 hit kill

Pziv 3: 1 hit kill

Pziv 4: 1 hit kill

Pziv 5: 1 hit kill

Pziv 6: 1 hit kill (rear engine)

Pziv 7: 1 shot instaboom (side engine)

Pziv 8: 1 hit kill angled (side)

Pziv 9: 1 shot hit but did not kill, 2nd shot instakill.

Pziv 10: 1 hit driver killed (despawned) (frontally)

Pziv 11: 1 hit kill (frontally)

Pziv 12: 1 hit gunner killed (despawned)

Pziv 13: 1 hit kill

Pziv 14: 1 hit kill (side)

Pziv 15: 1 hit kill (side)

Pziv 16: 4th hit killed

Pziv 17: 4th hit killed

Pziv 18: 3rd hit killed

Pziv 19: 2nd hit killed

Pziv 20: 1 hit Driver killed (despawned) (frontally)

Pziv 21: 2 hit Driver killed Radio Man killed (despawned)

Pziv 22: 4th hit killed

Pziv 23: 1st hit killed gunner 2nd shot killed tank

Pziv 24: 1 hit killed (side)

Pziv 25: 1 hit killed (angled) (side)

Pziv 26: 1 hit instaboom

Pziv 27: 1 hit instaboom

Pziv 28: 3rd hit instaboom

Pziv 29: 2nd hit kill

Pziv 30: 1 hit killed tank at 80m

Pziv 31: 1 hit engine destroyed (despawned)

Pziv 32: 1 hit engine destroyed (despawned)

Pziv 33: 1 hit engine destroyed (despawned)

Pziv 34: 1 hit engine destroyed (despawned)

Pziv 35: 1 hit kill

51.4% of the tanks were 1 hit kills

74.2% of the tanks had 1 or more crewmember or engine destroyed by the first rocket

22.8% of the tanks needed 2 or more rockets to cause damage or to make a kill

The easiest way to make a kill is to simply aim at the side of the panzer ivg and fire at the engine area.

-----------------------------------------------------------------------------------------

Stug IIIG

Stug 1: 1 hit killed driver (frontally) (despawned)

Stug 2: 3rd hit engine destroyed (despawned)

Stug 3: 1 hit killed gunner (side) (despawned)

Stug 4: 2nd hit engine destroyed (despawned)

Stug 5: 1 hit killed driver (frontally) (despawned)

Stug 6: 1 hit kill (side)

Stug 7: 1 hit kill (side)

Stug 8: 1 hit kill (frontally)

Stug 9: 5th hit engine kill (despawned)

Stug 10: 1st hit killed driver 2nd hit destroyed engine (despawned)

Stug 11: 1 hit engine destroyed

27.2% of shots were 1 hit kills

72.2% of the tanks had 1 or more crew members or engine destroyed by the first rocket

22.9% of the tanks needed 2 or more rockets to cause damage or to make a kill

There is no easy way to kill a stug except to aim at the sap spots on the sides, somewhere in the middle front of the stug can make the tank explode but its quite a tough shot. It is fairly easy though to kill the engine on the stug and the driver in the front.

Btw most of the engine kills made my tank explode the moment I hit the escape button Edited by matt6767
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Played with both rpats for a few hours last night, semi-controlled conditions.

A few observations:

Shrek sights are horrible at range >200m and you are pretty much guessing....however a good shot will still easily kill any crew you hit on sherman.

I agree with a few others, getting a flame/pop on a sherman seems very tricky, you basically need to hit the crew which is not easy.

Bazooka sights are far superior at range. I was able to kill 4gs at 300m on the flank with relative ease. From the front you seem more likely to kill the crew than get a flame. The 3g was alot more difficult frontally, as you would expect. But kills up to 300m could be achieved with alot of practice.

It seems like there is very little spall from either weapon. Almost as though the rounds are travelling straight through tanks and only causing damage with a direct hit on crew on key components.......to put it another way.....there is less damage than i expected, but from a gameplay point of view the level of difficulty seems about right.

PS. please give the bazooka a secondary weapon asap, got stuck with binos out a couple of times when out of primary ammo...even a knive would help:)

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Panzerschrek if we stick to history was boresighted for 150m, makes shots outside that range difficult because there is no way to have the sight picture adjutable at this moment in time.

Bazooka is boresighted for 50m which is easier and it has a bigger sight picture to begin with.

However, once you learn to add elevation rather than rely on "post on target" you'll find they are not difficult to get hits with. Some practice is naturally required, and long range shots SHOULD be difficult.

Those of us who spent 30 minutes learning how they WORK rather than trying to force them to work how we think they should, find they are usable in the 50m -> 300m range but of course you cannpt control the angle of impact that well and you also cannot aim at specific spots at ranges over 10->50m max.

If you penetrate but don't critically kill crew or components like engines or amm/fuel, you will think you missed. Not every hit is going to be a kill, not ever. We hope to soon provide better feedback of what happened, but that won't make the actual shot you need easier to get, just you'll have a better idea if you hit or missed.

These are supposed to be difficult to get a high percentage of successes with because otherwise there will be no tank game, and in reality they were not a high percentage of hit/kills anyway. They had a high percentage of kills if a good impact was obtained (very high in fact) but getting a good impact was not easy at all.

RPAT infantry will have a pistol, a knife and maybe some smoke, and that's it.

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Panzerschrek if we stick to history was boresighted for 150m, makes shots outside that range difficult because there is no way to have the sight picture adjutable at this moment in time.

Set it to 150m then...

I really don't think it will be common to engage a tank at 200m, I'm sure most players will try do get to a distance that they can maximize their kills.

And RPATS will most likely be used inside cities this usually means shorter ranges.

If we cant have adjustable sights, having it not set to 100m is a bad idea CRS will just create more rage and more curve to new players fueling more rage towards this game and side chat...

I advice with new features to always try to minimized potential rage on them.

For example battlefield 1942 the panzershrek sight is adjust quite low you actually see the rocket on your sight, to kill tanks plus 100m you have to aim the panzershrek higher which its easier to calculated since you can already see the ground or even the tank. (Doing something similar to this will be more user friendly and represent a lower learning curve for new players especially from BF 1942 which there is alot in here)

Edited by fxmmauser
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It would be a lot better yes to having to aim higher to fire further.

Now with the panzershreck(and im not seeing this with the m9) you have to aim lower if the tank is close.

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you have to aim lower at close ranges because it is a very parabolic trajectory and the default setting is for 150+m (which is correct historically)

if we made it unhistoric you would need less "aim up" at close range but long range shots you wouldn't even see your target in the sight picture at all

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Since I couldn't use the bazooka to kill inf and with no sidearm I died most often before I even saw a panzer. I fired at a PZIV at about 100 -150 yards from a second story window and he exploded on the first frontal shot. I believe, but am not certain the round landed on his back deck or on top of his turret. I was really surprised as this was my first time using the bazooka. This lobbing action seems intuitive to anyone who has fought with the first tier french tanks with their high arcing trajectories.

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