Panzerfaust 3 Feedback

MADsqirrel
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Joined: 2011-08-15 13:00

Panzerfaust 3 Feedback

Post by MADsqirrel »

Hey.

After some testing with the new and updated toys 1.0 brought (mainly on local and coop)
I want to give a bit feedback on the German HAT the Panzerfaust 3.

Sadly I wasnt able to find a video on Youtube to show you what I mean but the ingame rocket smoke trail doesnt exist in RL. Not sure if the smoke trail is in for gameplay resons or something else but it would be more realistic without it.

Second is that the German LAT the Panzerfaust 3 with DM12A1 Warhead is way to weak. While again I understand if it is for gameplay resons, it would be nice to have it perform like it really does, penetrating up to 700 mm armor, which should be enough to damage an APC badly with 1 hit and also be able to destroy tanks with 2 to 4 hits.
For example the AT-4 has less then 400mm penetration and the m72 only a max of 350.

Offical Bundeswehr website: Deutsches Heer - Handwaffen - Panzerfaust 3

The PzF 3 also has 2 options to fire.
The AT mode with the warhead like this:Image

The AP mode with the warhead like this:Image
You can pull out the spacer sleeve by hand, to quickly change its role.
So you can choose if you want to engage a armored target (Tank, APC) or a soft target (FOB, INF in building/cover)
The second option has big splash while the AT option has only little splash.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic56970_7.gif[/img]
K4on
Retired PR Developer
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Re: Panzerfaust 3 Feedback

Post by K4on »

I am glad that you understand the gameplay reasons behind the "weak" LAT Panzerfaust.
spawncaptain
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Re: Panzerfaust 3 Feedback

Post by spawncaptain »

The German army has got a weak HAT, why would giving them a strong LAT cause imbalance?
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K4on
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Re: Panzerfaust 3 Feedback

Post by K4on »

its not weaker than any other HAT. wheres ya point exactly?
ghostfool84
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Re: Panzerfaust 3 Feedback

Post by ghostfool84 »

not weaker but low range and harder to shoot like eryx or sraw...i believe that is what he meant ;)
[KSK]
spawncaptain
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Re: Panzerfaust 3 Feedback

Post by spawncaptain »

Ghostfool's right.
User Ubaydah: "I used to play Call of Duty a lot and Battlefield 3. I am really good at those games 10th prestige, High K/d., I can kill people easily, etc. But on PR, for me, to be honest, I kind of suck."

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Hurricane
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Re: Panzerfaust 3 Feedback

Post by Hurricane »

[R-DEV]K4on wrote:its not weaker than any other HAT. wheres ya point exactly?
"weak" compared to guided HAT's such as the Eryx, SRAW etc., hell, even compared to the chinese or IDF HAT that - while being unguided - do not have a projectile drop.
Wheres_my_chili
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Re: Panzerfaust 3 Feedback

Post by Wheres_my_chili »

German HAT is probably the weakest in game. At least the rpg gives you two shots.
K4on
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Re: Panzerfaust 3 Feedback

Post by K4on »

We currently have no reload animation for the HAT Pzf, that is what I got told when my increasement change to 2 mags was reverted again (to balance it out similar as we do it with the non guided tandem rpg of the russians). Damage wise is still the same as other projectiles, so the projectile is not "weaker" in terms of damage, just not guided. That is what I ment.

And yeah, IDF has less scoped weapons. US Army has no full automatic mode on their standard rifle. MECs have crappy CAS. Canadians have no uparmored hummwvs or a panther as the brits. France Army has no TOW vehicles.
Germans have no guided HATs. You need to understand that we just can't buff the german AT to kill everything with one shot becaused of this.

Increasing the mag size is still the best solution IMO.
Wheres_my_chili
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Re: Panzerfaust 3 Feedback

Post by Wheres_my_chili »

Is there even a way to reload the german hat in real life? I remember the original panzerfaust was a single shot throw away weapon.
Kothra
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Re: Panzerfaust 3 Feedback

Post by Kothra »

Only the launching tube is disposable. The firing unit (see here) is reused. Of course giving it 2 rounds in PR would mean carrying another huge tube and heavy warhead out into the field.

I just noticed that you mentioned the original Panzerfaust. That has nothing at all to do with either the Panzerfaust 3 or the Panzerfaust 44 Lanze that came between them. Only the name is similar.
Last edited by Kothra on 2013-09-08 15:08, edited 1 time in total.
Wheres_my_chili
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Re: Panzerfaust 3 Feedback

Post by Wheres_my_chili »

Haha, alright. Well you'll have to forgive me for being a clueless American.

And to k4on, wouldnt you be able to reuse the deployment animation for the PF in place on an actual reload anim?
Frontliner
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Re: Panzerfaust 3 Feedback

Post by Frontliner »

[R-DEV]K4on wrote:We currently have no reload animation for the HAT Pzf, that is what I got told when my increasement change to 2 mags was reverted again.
You could give a HAT to weapon slot 4 and 5 each.

And yes, as multiple people pointed out, the PF3 is not reloadable, but the firing unit is supposed to be detached after use by the user.
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fecht_niko
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Re: Panzerfaust 3 Feedback

Post by fecht_niko »

Would be nice to see the Pzfst3 LAT doing as much damage as the AT4 to balance better. GER is mostly fighting RUS on heavy asset maps.
If you compare US to GER: both have similar assets, but US has guided HAT and stronger LAT.
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Mats391
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Re: Panzerfaust 3 Feedback

Post by Mats391 »

fecht_niko wrote:Would be nice to see the Pzfst3 LAT doing as much damage as the AT4 to balance better. GER is mostly fighting RUS on heavy asset maps.
If you compare US to GER: both have similar assets, but US has guided HAT and stronger LAT.
On paper the Pzf3 seems to be stronger than the AT4. Lets see if that is represented in game: Both deal identical damage. I think this is fine for now.
Jacksonez__
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Re: Panzerfaust 3 Feedback

Post by Jacksonez__ »

Would be even better if Panzerfaust 3 had active range finder.
The regular firing platform has a purely optical sight, weighing 2.3 kg (5.1 lb). All ranges listed in the article are for the optical sight. A new sight called Dynarange is currently being procured as part of the German Infantryman of the Future project. Essentially this is a computer controlled aiming sight with range finder ... Dynarange is already in service with the Royal Netherlands Marine Corps and the Dutch Army
Devs, how about? At least for the HAT version?
Rhino
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Re: Panzerfaust 3 Feedback

Post by Rhino »

Quick google shows its quite a bit different from the old sight:

Image
Image

Old:
Image

But ye, would be good to have :)
Image
ComradeHX
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Re: Panzerfaust 3 Feedback

Post by ComradeHX »

Jacksonez__ wrote:Would be even better if Panzerfaust 3 had active range finder.



Devs, how about? At least for the HAT version?
Yeah, it's not fair when only China gets unguided HAT with laser rangefinder.
Jacksonez__
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Re: Panzerfaust 3 Feedback

Post by Jacksonez__ »

ComradeHX wrote:Yeah, it's not fair when only China gets unguided HAT with laser rangefinder.
Panzerfaust 3 has the distance scale thing, but the odds to use it properly on the battlefield conditions are darn low. (you need to aim at vehicle that is sideways as far as I know, then the scale works - usually). Or you can try estimating the distance, usually missing the shot. If I am using the German HAT, I will always sneak as close as I can get to the armor (maybe 30-50m) and then fire :)

German HAT is worse than the Russian RPG-7 tandem warhead in my opinion. Russia's HAT is max. 200m but at least they get two shots and the sight is very simple (backup sights). I think that the German HAT also has higher deviation settle time than the RPG-7 has.

Give the German HAT kit 2x Panzerfaust (not good idea since it is heavy AF, like 13 kg a shot, two would be 26 kg + additional equipment, gotta be super soldier for that) OR give it the laser rangefinder.
Last edited by Jacksonez__ on 2015-07-04 15:03, edited 2 times in total.
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