Make the antitank grenade more powerful : it need to kill a tank in 1 explosion - not 2.
It will be more realistical.
It will be more realistical.
Make the antitank grenade more powerful : it need to kill a tank in 1 explosion - not 2.
It will be more realistical.
Normally I can kill a tank with just one. I've found throwing it right on top of the tank is the most effective. If you throw it against the side armor, it doesn't seem to always kill the tank.
A direct hit to the top armour on the engine deck will kill it with one hit, otherwise it takes two.But the at-grenade does destroy tank with one explosion. You need only 1 at-grenade for that. Or did I misunderstand something?
A direct hit to the top armour on the engine deck will kill it with one hit, otherwise it takes two.
] Also, seeing the HHL behaving as it should - a time-delayed magnetic mine rather than thrown impact-fused weapon - would be a big plus.
The hafthohlladung on the other hand is like a tank shell, you can penetrate a tank 100 times but if none of the shrapnel hits something important you're no closer to destroying a tank.
Is there any explanation why we have to throw the "hafthohlladung"? maybe a game engine limit, that makes it impossible to dock objects on others or something?!
WWII Panzergrenadier with Hafthohlladung-Panzer Knacker vs T34/76 + some Tiger Bonus - YouTube
Now, I have no experience modding or coding, but I've had this idea where if you just coded the HHL-3 like a satchel charge, made it as 'sticky' as possible, cut the throwing range to about a meter, set the timer to three seconds, and decreased the blast radius while vastly increasing damage output, it would work fairly realistically
While the RPG-40 was impact-sensitive and could therefore be used against enemy personnel, the HHL-3'd directed plasma jet, while deadly, was far less useful against infantry. The changes above would reflect that quite well and prevent German engineers from running around using them to clear rooms...
While I would like it to work in this way, the issue with doing a quick fix with this method would be that you'd end up with the things landing upside down quite a number of times
It's one of those, lesser of two evils things.
Apparently not, since satchel charges stick to tanks really well!Is there any explanation why we have to throw the "hafthohlladung"? maybe a game engine limit, that makes it impossible to dock objects on others or something?!
Normally I can kill a tank with just one. I've found throwing it right on top of the tank is the most effective. If you throw it against the side armor, it doesn't seem to always kill the tank.
Normally I can kill a tank with just one. I've found throwing it right on top of the tank is the most effective. If you throw it against the side armor, it doesn't seem to always kill the tank.
A direct hit to the top armour on the engine deck will kill it with one hit, otherwise it takes two.
Also, seeing the HHL behaving as it should - a time-delayed magnetic mine rather than thrown impact-fused weapon - would be a big plus.
The Panzerwurfmine (L) was a World War II anti-tank weapon developed by the German army for use by special tank-killer infantry sguads to provide them with a powerful standoff weapon that could be carried and used by one man. The Panzerwurfmine was a specialized form of anti-tank grenade that used a hollow-charge warhead to defeat the target tank armor. To ensure that the warhead was actually facing the target armor when it struck the tank, the grenade was fitted with a finned tail for stabilization and guidance.
The Panzerwurfmine was thrown at its target in a special manner. The grenade warhead had behind it a steel body attached to a wooden handle. The user gripped this handle and held it behind his back with the warhead pointing vertically upwards. When ready the user swung his arm forward and released the handle, As soon as the grenade was in flight four canvas fins unfolded from the handle for guidance and stabilization, and the drogue effect of these fins maintained the warhead in its correct forward position ready to have maximum effect as it struck. This sounds simple enough, but in practice the Panzerwurfmine was not an easy weapon to use effectively. For a start the maximum possible range was limited by the strength and ability of the thrower, and was usually no more than 30 m (32,8 yards) at best, and was frequently less. Accuracy could only be ensured by hard practice.
Nevertheless the special German anti-tank personnel greatly favored the Panzerwurfmine. Compared with other close-in anti-tank weapons used by the Germans the Panzerwurfmine was relatively small, light and handy. It was also potent, for the warhead was made up of RDX and TNT in equal measures and weighed 0.52 kg (1.146 lb). Combined with the hollow-charge principle, this usually ensured penetration of even the thickest armor of nearly all Allied tanks.
Specification
Type: anti-tank grenade Panzerwurfmine (L)
Origin: Germany
Body diameter: 114.3 mm (4.5 in)
Lengths: overall 533 mm (21 in); body 228.6 mm (9 in); fins 279.4 mm (11 in)
Weights: overall 1,35 kg (2.98 lb); warhead 0.52 kg (1.146 lb)
I think TW should replace the Hafthohlladung with the Panzerwurfmine.
It was introduced into service in May of 1943 but proved rather impractical. Still, 203,800 were produced in 1943.
The first special AT hand grenade was the Panzerhandgranate 41. It weighed 2kg and was effective against armor of up to 30mm thickness.