The RPG-7 is incredibly underpowered.
The RPG-7 despite being one of the most reliable and ubiquitous anti tank systems, is lacking in every category it's supposed to shine in.
Against some of the unarmored stuff it's alright, (Codiacs, mainly) except when it comes to anything slightly big or armored. (You know, the stuff it's supposed to counter.) Humvees are mobile, bulletproof and have good weaponry to deal with RPG operators while those operators have to land 3 clean shots on the engine. Even Urals (unarmored) take 2 RPGs to the hood if I remember correctly. And those are well placed shots.
Somehow it's the best at countering low altitude gun choppers, while being atrocious against tanks and Humvees. The MAAWS is such a step up it's not even funny.
For how heavy it is, how much space and weight the rockets take most of the time it's simply not worth to run.
What I suggest as possible avenues of addressing this:
- Straight up buff. The simplest answer, tune the numbers up and change thresholds to kill by -1.
- Different ammunition. One of the best qualities of the RPG-7 is the wide range of rockets available to them. I could see a few additional types of rockets available such as:
Tandem HEAT (PG-7VR) a highly potent tandem warhead with increased penetration and damage at the cost of way worse ballistics, make it so the max comfortable range to use them is 200m, 300max if you're really skilled.
Fragmentation round (OG-7V) a light fragmentation round, make it have good ballistics and range, potential to one tap (probably up to T2-T3 armor) and have a higher blast radius.
Thermobaric round (TBG-7V) somewhat controversial, probably OP option, highly efficient Thermobaric rounds effective against emplacements and closed cover. The drawbacks would be very high weight and bad ballistics (similar flight profile to the PG-7VR round). The balance could be looked further into here.
Each ammo type would be it's own unlock down the support tree.
- Alternatively a way to address the underwhelming performance of RPGs could be to change very specific breakpoints on well placed shots. Somewhat of a higher "crit" multiplier against vulnerable parts. (Like rear, engine, fuel blocks.)
P.S. The additional ammo types could serve as an additional incentive to strap the scope on to use the different scales for different ammunition (as intended in the scope design.)
P.S.2. Where would you place each ammo type in the support tree progression? I think somewhere near level 13 for HE/Tandem HEAT and somewhere in the range of 16-20 for the thermobarics. (So you still have a use case for the RPG even after you unlock MAAWS.)
u/Radiance141 · r/WARDOGS
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