Anti Tank Grenade/Anti Tank Homing Missile

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    • #349
      wikingeretow
      Keymaster

      In my game last night my grenadiers threw an anti tank grenade at a tank that was reversing up, the grenade curved towards the tank as it reversed.

      Can we change this so it has to be thrown like a regular grenade?


      Yes it is possible but it will kill the gameplay specially for the Ruskys.
      We have something similar in the PIAT.

      Right now grenades are not 100% guide but have have certain tolerance (dont know if this correctly say).


      What about target vehicle but only throw when stopped?


      Why specifically the Ruski’s? They have lots of AT grenades while the Brits only get the gammon and the US gets nothing and they seem to manage ok?

      Maybe we can decrease the throwing range AND lower the guiding tolerance a bit more to not show them changing their flight path as much.

      Also if we implement slower vehicle speeds it might help.


      About the speed: yes we could reduce the forward speed but the reverse is still vanilla and with bad values.
      Problem with te rusky is:

      . They have crappy AT guns
      . Allies equip bazooka in most of his units and rusky not.
      . AT grens equip most of his units and are his primary AT vehicle weapon.

      My personal experience on PvP games tell me we must be careful about how AT grenades works in game. In my point of view the only actual problem with AT grenades is his critical to the engine.


      @Kraus
      i think the crap AT guns are actualy the allies 57mm one, does already little damage and it’s worse with a discarding sabot
      maybe you could nerf AT nades and give them a new AT squad with stolen pzshreck or lend leased zooks? (higher MP price? add ammo price?)


      My clear opinion would be to completely remove the guiding tolerance to be honest… Vehicle speeds are being tweaked currently, and I can see that heavy tanks are becoming even slower!

      in return, you could probably decrease the price of AT grenades significantly.


      Tiger1996 Wrote:
      My clear opinion would be to completely remove the guiding tolerance to be honest… Vehicle speeds are being tweaked currently, and I can see that heavy tanks are becoming even slower!

      in return, you could probably decrease the price of AT grenades significantly.

      If I can figure it out I’ll see if I can do a fresh beta build.


      @ Helios I dislike the idea to copy paste cross weapons. I want to maintain lower as possible.

      In this very moment even panzershreck and panzerfaust have a homing capability. If we want to be fair with rusky we should do all this kind of weapons less effective and this thing will kill the gameplay sadly.


      Well, as far as I can tell.. handheld AT weapons in Wikinger such as PanzerShrecks etc, have no aiming time… But very short range in return; right btw?!
      Then they also shouldn’t have any kind of guiding tolerance in my humble opinion. Obviously because this is only a Relic thing, which is nothing realistic.. rather than just a vanilla remnant. Which is also killing the game-play to some extent!

      If handheld AT weapons proved to be much less effective, then at this point.. probably other solutions could be later considered, such as lowering the price of AT teams for example.

      But the way how it is currently, isn’t funny at all to be honest… 😛


      I think with these issues and the others in the thread about handheld AT we should look at changing some values in the experimental beta.

      Tiger & Leo – now you have the values from Olhausen maybe you could suggest some settings you’d like to try?

      Personally I’d like to try the following to see how it works:

      4 man AT teams with no weapons and 2 AT Rocket Launchers in empty slots. Target vehicles only. Can manual fire on buildings/bunkers

      AT Grenade throw range reduced to 25m, lower chance of criticals for all AT Grenades except RPG-6.

      Hafthohlladung – reduce throwing range to 1 meter to simulate sticking magnetically to tank. Delayed fuse 4.5 seconds. Damage increase

      Mongalong?? 😀


      Happy to do a build, just waiting on a confirmation on some technical things on the code from Maiden – really don’t want to get into double handling like last time.


      Hmm… As for me; then I have to agree with lowering the range of all AT grenades from 30 to 25. As well as lowering the critical chances too!

      But what did you mean with 4 men AT teams with no weapons and 2 AT rocket launchers in empty slots??!! I can’t really comprehend what you mean with this sentence to be honest Tongue

      Prior to the fact that tanks (generally) in Wikinger have longer range than in BK mod, then I think the range of all handheld AT weapons (Zookas, Shrecks, Fausts and PIATs) is actually fine. Specifically when keeping in mind that infantry in Wikinger seem to be suppressed much quicker by the Coaxial and Hull MGs when compared to Bk mod as well. That’s why I previously said that there is no need to add aim time or anything similar.

      However; what really bothers me the most.. is how AT grenades are guided and can never miss.


      @Tiger

      There are 2 things in a squad armament, weapon template and weapon slots, what it mean is that the squad is unarmed and gets 2 Piat with their weapon slots


      yup I also agree to change “guided” AT grenades and reducing their range and crit chances. Moreover I think it would be great to keep 2 soldiers unarmed if in this way will be possible to fix targeting of bazookas, with no more preference of infantry than vehicles 🙂


      Hi Tiger,

      I was referring to this post by Olhausen in the other Anti Tank Mechanics thread:

      Quote:
      Hi guys:

      This is an old problem and I already tried many times to fix it. I had in the past many version to fix that problem but at the end I left it in the actual state.
      Lets me explain better.

      a. In the early stage of my mod I mod the AT squad was in the follow way:
      x2 men with standard weapons (guards)
      x2 men carrying the AT weapons.
      Then in the tool I have:

      1 squad —-> x2 men with MP40
      —–> x2 men with Panzershreck 54

      In this particular way I can correctly “override weapon target prereq. action”.
      I can fix the problem but …. when a men with a Panzershreck dies the weapon will not pass to the guy with MP40. And this is particularly annoying. Because the most of the times the guy with the panzershreck dies and you squad will be useless vs vehicles.

      b. In the actual state:

      In the tool I have:

      1 squad —> 4 men(mp40) + 2 slot items (panzershreck 54)

      In this way I can over ride the MP40 but I can not override the slot item. I dont find the correct way to do it, at least for now. I am more focus now on other task like the new tech trees but I promise to you guys I will do my best effort to fix it when the times comes.

      Best regards
      Olhausen


      Ah, I guess I can see what you mean now.. alright then! Thx for the clarification Smile

    • #4099
      Olhausen
      Keymaster

      Basically this is not a bug, it is mostly a balance inssued. I tweaked the AT grens a bit then right now they are in a better shape, but for balance reason they still traking the target.

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