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russian armor

Panzerfaust delay

20 Dec 2014, 16:32 PM
#1
avatar of gokkel

Posts: 542

I don't recall it being there some patches ago, but now it seems that every time you use the Panzerfaust ability, there is some significant delay between the launching sound and animation and the actual rocket being launched. The problem is it has real game consequences, because if you move your squad before the rocket actually goes off, the ability gets cancelled. This leaves your squad vulnerable for longer than it should.

It doesn't seem to matter if you use it on Grenadiers or Fallschirmjägers, probably Osttruppen will be also affected then.
20 Dec 2014, 20:16 PM
#2
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

Yeah it looks very weird
20 Dec 2014, 22:46 PM
#3
avatar of Katitof

Posts: 17875 | Subs: 8

Its for all throwable abilities.
AT nades, normal nades, molotovs, satchels, everything got delay before actually throwing it.
21 Dec 2014, 00:30 AM
#4
avatar of Enkidu

Posts: 351

AT rifle nades for USF are the worst for this. Sometimes the delay is massive.
21 Dec 2014, 00:49 AM
#5
avatar of MarcoRossolini

Posts: 1042

I've seen it happen where one guy doesn't bother to fire his and it falls to another guy to get his out and fire it instead, basically doubling the time it takes for it to shoot...
21 Dec 2014, 02:38 AM
#6
avatar of 89456132

Posts: 211

The faust animation finishes, the rocket launches, but nothing happens until a full second later when the real rocket launches and hits.
21 Dec 2014, 03:30 AM
#7
avatar of J1N6666

Posts: 306

LOL sherman smoke handles it sooo much better...

"we must obey all traffic laws and complete a full stop before we can save ourselves using smoke."
21 Dec 2014, 04:01 AM
#8
avatar of 89456132

Posts: 211

jump backJump back to quoted post21 Dec 2014, 03:30 AMJ1N6666
LOL sherman smoke handles it sooo much better...

"we must obey all traffic laws and complete a full stop before we can save ourselves using smoke."

Once you get a handle on how it works it's not too bad. It stops to shoot smoke but it will continue shooting if you issue a move order immediately. Other abilities would be canceled by the move order. It would be nice if it was completely separate though.
21 Dec 2014, 04:14 AM
#9
avatar of BabaRoga

Posts: 829

Yeah, its really annoying. Clear shot becomes possible unit wipe.
Often it turns into gamble.
It's same thing with Con at nade and molotov. etc
21 Dec 2014, 06:34 AM
#10
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

AT RGs also have a minimum range that never got removed when they were changed...
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