*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
May 18, 2024, 11:17:35 am

Login with username, password and session length

Resources

Recent posts

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]

[December 25, 2022, 11:36:26 am]

[December 14, 2022, 12:10:06 am]

[September 22, 2022, 06:57:30 am]

[August 22, 2022, 05:10:35 pm]

[May 26, 2022, 10:13:22 am]
Pages: 1 2 [3] 4   Go Down
  Print  
Author Topic: [ALL FACTIONS] The balance of vehicle disabling between the 4 factions  (Read 15696 times)
0 Members and 1 Guest are viewing this topic.
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #40 on: September 04, 2009, 09:05:20 pm »


Personally, I'd rather see VD only come into effect when a tank is yellow health; if it's green it shouldn't be disabled. With the exception of mines. And button I guess. And treadbreaker.

Smiley

So except for the longest range permanent disabler, the most common british AI inf and .. mines?

Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
sgMisten Offline
Donator
*
Posts: 778


« Reply #41 on: September 04, 2009, 11:01:56 pm »

Well treadbreaking ATHT is too specialised into that role...Button because that's what button does, unless we remove button and make brens cheaper or something. Then...that just leaves mines to disable tanks at 100% HP xD
Logged
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #42 on: September 04, 2009, 11:39:02 pm »

sigh, cleaned once more.
Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
BigDick
Guest
« Reply #43 on: September 05, 2009, 02:05:15 am »

maybe we can try to make small changes..

currently light vehicles are a problem and the faust does not much damage (because of crap modifiers) against light armor

so remove these crap modifiers and give grens fausts (maybe 5 more mun on grens) and lets see how it works
Logged
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #44 on: September 05, 2009, 02:11:07 am »

Grens get shreks, Volks get fausts, I don't see why Grens need both...
Logged

1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
BigDick
Guest
« Reply #45 on: September 05, 2009, 02:20:28 am »

as explained multiple times

to make a player think twice to crush/rush wehr maininfantry using light armor or tanks

same like you wouldnt rush a p4 into a riflesquad


and actually the shreck sucks for 140 mun (almost always misses on long range) being with 75% ai fighting power left and unable to upgrade an lmg

i bought my last shrek weeks ago


and if you don't want a faust on your gren squad than don't upgrade the faust and upgrade a shreck instead
« Last Edit: September 05, 2009, 02:22:24 am by BigDick » Logged
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #46 on: September 05, 2009, 03:17:36 am »

Why on earth should a shrek squad be good at Anti infantry, anyway?

What is the logic behind that?
Logged

BigDick
Guest
« Reply #47 on: September 05, 2009, 03:30:24 am »

ask this wildsolus/crazywr because i said grens should be able to upgrade fausts to make people think twice if they rush in their tank to crush or rush in their light vehicle and he said grens can upgrade shreks
Logged
Bubz Offline
EIR Veteran
Posts: 726



« Reply #48 on: September 05, 2009, 04:11:11 am »

learn to dodge. lol
Logged
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #49 on: September 05, 2009, 06:31:43 am »

Proposed changes for the whermatch VD:

Faust's crit table:

50% engine damage at Green HP.
50% engine damage, 15% engine destroy at Yellow HP.

50mu; 2 uses on volks.
40mu; 1 use on grens.

Change the range to 28, and call it a deal.


Grens get shreks, Volks get fausts, I don't see why Grens need both...

Fear factor.
Logged
Pak88mm Offline
EIR Veteran
Posts: 423


« Reply #50 on: September 05, 2009, 10:55:25 am »

im not of fan of button or magical socks. thread break is the only realistic one. if anything light armor should be given the option of doing this adding a more support element for them. stun though gimmickey at least works with the fact that some crews would fire smoke rounds right at tanks to blind em or hope to trick the crew that their vechicle was on fire.
Logged

Exactly.

There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.

-GamesGuy-

Most Hated player in EiR....Pak88Mm
Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #51 on: September 08, 2009, 02:06:13 pm »

I'm sorry but the current faust is far to cheap.. I mean 2 of these fausts usually will take lets say an M8 down to about 1/4 HP and 2/3 of the time an engine damage along with that if not a gunner killed too.. 60 munis for a heck load of damage and a decent chance of crit where as a sticky (60 muni) has higher chance of crit, little damage, horrible range ( until vet 2 ) and can be thrown over hedges ( woopie..) fausts are just a cheap muni sink that can do a heck load of damage when 2 are shot at the same target.. I really think a price increase is needed to be honest.. 40-45 munitions maybe?

They are a whole lot better than people think..

(And no, im not raging after a game of faust spam or something, I havent played a game in a couple of days so please don't tell me I am raging over something like that
« Last Edit: September 08, 2009, 02:11:32 pm by Sharpshooter824 » Logged

Rawr
Baine Offline
Steven Spielberg
*
Posts: 3713


« Reply #52 on: September 08, 2009, 02:12:41 pm »

Oh wait, so because two of them do decent damage, you should increase the price?

2 stickies probably immobilize the tank, i think that's a gamebreaker, we should rise the price to 120 mun.
Logged

pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #53 on: September 08, 2009, 02:18:43 pm »

@ Baine: thats false

whenever anyone posts something about the sticky vs faust (anyone) consider the following:

Sticky range vs fast range
 - Requirements to make either cost effective

Damage

Platforms

Overall utility

In my opinion, the faust wins in all but overall utility. It does more damage, is available on more platforms, has a greater range, and is generally more cost effective. However, its overall utility is not as great as the sticky. In other words, you can rely on the sticky a bit more with regard to its role then a faust. For example, combining a sticky and ATG is more effective then a faust an ATG.

PQ
Logged

Common sense is not so common after all.
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #54 on: September 08, 2009, 02:27:59 pm »

I'm sorry but the current faust is far to cheap.. I mean 2 of these fausts usually will take lets say an M8 down to about 1/4 HP and 2/3 of the time an engine damage along with that if not a gunner killed too.. 60 munis for a heck load of damage and a decent chance of crit where as a sticky (60 muni) has higher chance of crit, little damage, horrible range ( until vet 2 ) and can be thrown over hedges ( woopie..) fausts are just a cheap muni sink that can do a heck load of damage when 2 are shot at the same target.. I really think a price increase is needed to be honest.. 40-45 munitions maybe?

They are a whole lot better than people think..

(And no, im not raging after a game of faust spam or something, I havent played a game in a couple of days so please don't tell me I am raging over something like that

I really think a performance increase is needed on these to be honest.  Like lets bring back some more of the damage engine in green... and then just up the price to what you say and maybe lower the range.
Logged

Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #55 on: September 08, 2009, 03:41:16 pm »

completely disagree.
Logged
BigDick
Guest
« Reply #56 on: September 08, 2009, 05:10:26 pm »

i want to see that m8 that get 1/4 health or less by 2 fausts? (no skirts half health maybe)

fausts almost no damage against light vehicles...should be changes

actually 3 fausts should be able to take down an full health m8

and its very easy to dodge fausts since the animation is very long and the use is wasted when you get behind something or out of range
Logged
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #57 on: September 08, 2009, 05:54:18 pm »

i want to see that m8 that get 1/4 health or less by 2 fausts? (no skirts half health maybe)

fausts almost no damage against light vehicles...should be changes

actually 3 fausts should be able to take down an full health m8

and its very easy to dodge fausts since the animation is very long and the use is wasted when you get behind something or out of range

Agreed.
Logged
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #58 on: September 08, 2009, 06:15:28 pm »

exactly how much do 3 fausts cost? (and bonus uses and vet and all that crap)
remember the M8 has a munitions cost too.
I just think that if all vehicles somehow had retreating crews or something we could balance this because tank vet is very iffy on balance due to survivability. its like the stock market. too volatile.
Logged


Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #59 on: September 08, 2009, 06:16:58 pm »

15 pop to shoot three fausts
Logged
Pages: 1 2 [3] 4   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.092 seconds with 35 queries.