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Author Topic: stickies vs faust?  (Read 10603 times)
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #40 on: January 17, 2012, 06:51:05 pm »

Stickies are amazing, arguably even OP with the current repair system. (No other upgrade reliable disables your a vehicle's engine at any HP, requiring the use of a repair kit) We considered using the 'magnetic AT grenade' system for stickies in the past (which would allow us to lower its price and have it fielded more commonly), but we never really got around to discussing that properly.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #41 on: January 17, 2012, 06:58:20 pm »

OP shouldn't even be talking. If hes trying to charge tanks with stickies and hes getting kited something is clearly wrong with his tactical assessment of the terrain and usage of his support to block the enemy tanks.

Stickies are great, you just have to use tactics and see the true value of them.
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two words
atgs and fireflies
Looks who's butthurt
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear  Cool Cool Cool
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #42 on: January 17, 2012, 07:39:58 pm »

Schreks storms and p4 done and done.

Fair to me, 300+ mu to cancel out 200mu, win win for the allies.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #43 on: January 17, 2012, 07:48:23 pm »

It also depends on what you are fighting. I mean being able to force jagdpanthers and panthers back using a freaking sticky squad is pretty boss. Allied stuff is not scared of a single faust squad.
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
RikiRude Offline
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Posts: 4376



« Reply #44 on: January 17, 2012, 08:57:37 pm »

the problem is you need vet 2 for them to be useful, then they become "too good"

what other infantry needs vet for their upgrade to be useful?

volks/kch get extra faust at vet 2, but how often will you be able to use 3 (or is it 4?) fausts on a volks squad?

how often does rifle squad thats vet 0 or run manage to successfully land two, or even one sticky?

how often do vet 2 rifle squads get all 3 out?


vet 0 volks with faust are just as useful and have just as much of a chance of hitting a tank with faust as a vet 3 volks.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #45 on: January 18, 2012, 12:15:47 am »

You people still get it wrong. You don't HAVE to have a VET 2 squad to disable a tank and get a sticky off. You get it off even with a vet 0 squad just fine if you use the sticky as a defensive weapon. Only a moron runs toward a tank that is kiting backward and "EI LEMME TROW STIKY K?"


I agree with Unknown. Magnetic AT Disable system to stickybomb and we're golden.
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Audemed Offline
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« Reply #46 on: January 18, 2012, 12:55:01 am »

Yeah, but isn't the mag AT nade only 25 munis? I'll take that, along with no chance of a crit miss.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #47 on: January 18, 2012, 01:10:07 am »

it's 50mun and T2 unlock. You only get eng. dmg for duration of 2 min,not permanent! And range doesnt increase with vet.

So yeah,it seems so much better than stickie  Roll Eyes
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RikiRude Offline
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« Reply #48 on: January 18, 2012, 01:15:02 am »

what would the difference be between tread damage and engine damage exactly?

i hate those things that two minutes seems FOREVER!

I'll take one use slow grenades on rifles for 30mu please!
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #49 on: January 18, 2012, 01:17:58 am »

Quote
what would the difference be between tread damage and engine damage exactly?

same thing,except you need to use repair kit to get rid of eng. dmg ,and if you are low on health you probably wont repair eng dmg.
thread damage only lasts around 2 min.
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kwiatekkek Offline
okultysta, mistyk, szachista i alpinista.
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Posts: 702



« Reply #50 on: January 18, 2012, 02:44:59 am »

ive had a tons  of  vet0  rifleman  to get  their stickie  off ,infact   i  sometimes even manage  to use them  both soooooo......
i dont  know  where the problem  is.
Stikies are  just  fine ,  the  ability to  disable  even  the heaviest tanks  with a  60 mu  rifleman ! fuk yea!
Besides you  musnt forget  about the  psychological  effect  of  a rifleman sq  chasing  down   the  tank.
only  a moron  would  watch riflemans come in  closer to get  their stikie off, use it  2 your advantage !
send vanilla  rifles to scare away the  tanks use this  time  to relocate atgs ,  and  wait  for teh  kill.
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Ahnungsloser Offline
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Posts: 1447



« Reply #51 on: January 18, 2012, 05:17:43 am »

ive had a tons  of  vet0  rifleman  to get  their stickie  off ,infact   i  sometimes even manage  to use them  both soooooo......
i dont  know  where the problem  is.
Stikies are  just  fine ,  the  ability to  disable  even  the heaviest tanks  with a  60 mu  rifleman ! fuk yea!
Besides you  musnt forget  about the  psychological  effect  of  a rifleman sq  chasing  down   the  tank.
only  a moron  would  watch riflemans come in  closer to get  their stikie off, use it  2 your advantage !
send vanilla  rifles to scare away the  tanks use this  time  to relocate atgs ,  and  wait  for teh  kill.

Yeah - I noticed this little fact too. I had a game where a Panther where chased down by a Rifle Squad without Stickies and could save
my Flank. LOL!
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9th Armoured Engineers
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