What am I breaking?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
0
When I'm AT up against a Panzer 4, faced by it's front, I shoot just to the side of the tracks and there's always the penetration explosion thing. What am I breaking?
 

clambo

FNG / Fresh Meat
Sep 17, 2007
411
111
0
Northern Virginia
yes - the brakes in many cases - they won't be steering to the left going forward if you take out the left front brake -

edit: Remember, if you are to the left of center from the front then shoot the left side first - that way if you get the brakes they will sooner or later usually steer to the right after the left brake is out and you have more of a chance that the hull gunner will veer too far off to get you automatically the next time you pop up for the next shots
 
Last edited:

Poerisija

FNG / Fresh Meat
May 15, 2009
617
800
0
Err, I thought it was just a bug due to penetrating the little skirt of armor there.

IIRC PzIV brakes are at the rear of the vehicle.
 
F

Field Marshal Rommel

Guest
Panzer 4, faced by it's front I shoot just to the side of the tracks and there's always the penetration explosion thing. What am I breaking?
maybe the brakes?
No. The brakes are located inside the hull glacis:




brakesy.jpg





Maybe you are "breaking" this area which should not be possible by AT rifle:




armored.jpg





It's one of the few things that you can do to the Pz4 from the front...
Realistically, you should not be able to do this as this area is very thick rounded cast armor and the brakes themselves are inside the hull. In other words its a pro-AT rifle bias tank nerfage...



.
 
Last edited:

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Realistically, you should not be able to do this as this area is very thick rounded cast armor and the brakes themselves are inside the hull. In other words its a pro-AT rifle bias tank nerfage...
Congratulations, you've discovered that the AT rifles in the Red Orchestra series are superpowered far beyond any historical justification. You might also be surprised to find out that the grenades are unrealistically underpowered, as is all artillery and the 7.92x33 round, to hit the highlights. Also, soldiers magically resurrect behind friendly lines a short period after they're killed, and I'm pretty sure that wasn't the case in WW2.

Edit to add: but yes, that large rounded armor chunk is exactly what the brake target area is in the game.
 
Last edited:
  • Like
Reactions: [SM]Fluttershy

Xendance

FNG / Fresh Meat
Nov 21, 2005
4,484
572
0
32
Elitist Prick Club RS Branch
Congratulations, you've discovered that the AT rifles in the Red Orchestra series are superpowered far beyond any historical justification. You might also be surprised to find out that the grenades are unrealistically underpowered, too. Also, soldiers magically resurrect behind friendly lines a short period after they're killed, and I'm pretty sure that wasn't the case in WW2.

So, would you rather have the AT soldiers do nothing in practice?
 
  • Like
Reactions: Avtomat

[SM]Fluttershy

FNG / Fresh Meat
Sep 15, 2011
204
49
0
So, would you rather have the AT soldiers do nothing in practice?

While it would be historically accurate to portray them realistically (by this, I mean they would be completely ineffective vs. these tanks in most circumstances), it would certainly detract from the point of using them in-game against tanks. Despite being superpowered in comparison to their real life counterparts, AT rifle(s) do have a high learning curve but when you do figure out how to use them, you can really harass and possibly ruin a tanker's day. I think people are unrealistically expecting the AT rifle(s) to be capable of instantly destroying tanks with a single shot against the frontal armor, when in-game this may require all of your ammunition to simply damage it, let alone get a kill.

Besides, what other infantry-based hardware do we have in-game that allows for limb removal / decapitations on a headshot? ;)
 

Cwivey

Grizzled Veteran
Sep 14, 2011
2,964
118
63
In the hills! (of England)
Besides, what other infantry-based hardware do we have in-game that allows for limb removal / decapitations on a headshot? ;)

A well timed air-burst grenade usually works. :D

Must admit, I'm one of thoes people who just shoots at the tank, having no idea what I'm aiming at other th'n generally trying to go for the back / engine block.
 
F

Field Marshal Rommel

Guest
So, would you rather have the AT soldiers do nothing in practice?
No. I would rather the AT soldiers have weapons that act realistically and consistantly in a realistic manner and used to target the appropriate areas such as the side/rear armor at the appropriate distance/angle instead of having 'fake' "brake hitspots" or "miscellaneous T34 frontal turret hitspots" on the front armor just to appease and boost the capability of an obsolete AT rifle.



.
 
Last edited:

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
No. I would rather the AT soldiers have weapons that act realistically and consistantly in a realistic manner and used to target the appropriate areas such as the side/rear armor at the appropriate distance/angle instead of having 'fake' "brake hitspots" or "miscellaneous T34 frontal turret hitspots" on the front armor just to appease and boost the capability of an obsolete AT rifle.
Simply, you've got the wrong game. RO is not trying to be a wargame with a first-person mode, if the respawning alone didn't make that obvious enough. The tanks not being historically invulnerable to infantry is not a bug, or a design error - it's exactly how it's meant to be, because the armor presence to begin with is equally over the top. Modeling armor realistically in a Stalingrad setting would also, among other things, mean there'd be one tank to every 1300 troops. It would be essentially a massively powerful random addition that occurs once every 8 maps or so. Even if you're assuming an assault force getting top armor priority, the tanks sure as hell shouldn't respawn, much less at the same reinforcement cost as a rifleman. A game built under design premises like that could be interesting .... but that's not what Red Orchestra is, ever has been, or is likely to ever be.
 

Destraex

FNG / Fresh Meat
Sep 2, 2011
368
67
0
that sounds like my idea for the campaign.
It would be good to get allocated different formation make up for different maps according to the situation.

a) Get a panzer unit when a big push is on.
b) Do badly and get left with a rag tag unit kit out for defence including AT guns
c) Get elite shock troops kit and unit insignia for factory assaults
d) Get panzer grenadier units with infantry and half tracks randomly when you are attacking.
e) Get a standard infantry unit in defence on a map and the server may even roll you AT guns and a vehicle to tow it if your lucky.
f) Randomly get extra re-enforcements from an off map unit coming up to help or from behind. this includes the enemy noticing a change in unit insignia and perhaps even skin.

It would be even better if the over all commander could actually move units around a little like on the close combat games strat map. Except when you zoom instead of RTS you are FPS.
 
Last edited: