AmPM
Community Mapper
Posts: 7978
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« Reply #40 on: June 16, 2009, 12:54:31 pm » |
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Jadg still 12pp as well?
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Rocksitter
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« Reply #41 on: June 16, 2009, 12:56:27 pm » |
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Good idea on the Panzerfaust ..and the Doctrine reset..
One other note all my munitions that I spent got reset ...
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AmPM
Community Mapper
Posts: 7978
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« Reply #42 on: June 16, 2009, 12:58:12 pm » |
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What is the damage on a faust now?
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Latios418
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« Reply #43 on: June 16, 2009, 12:59:36 pm » |
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One other note all my munitions that I spent got reset ... http://forums.europeinruins.com/index.php?topic=10272.0
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Anonymous 06/19/09(Fri)11:55 No.4931966
Is Akranadas in this thread? Fucker can't stop bragging about his "waifu taldeer" and cosplaying in an eldar farseer costume while shouting "Flithy monkeighs!" interspaced with random eldar gibberish.
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Piotrskivich
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« Reply #44 on: June 16, 2009, 01:04:57 pm » |
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Faust does no damage because it does not fire.
When you tell your squad to fire faust it uses the ability and nothing happens.
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gamesguy2
Honoured Member
Posts: 2238
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« Reply #45 on: June 16, 2009, 01:05:07 pm » |
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Just how much more powerful is the faust now?
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Two
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« Reply #46 on: June 16, 2009, 01:32:40 pm » |
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"Commando Smoke cooldown from vet removed" Didn't work anyway
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Scyn
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« Reply #47 on: June 16, 2009, 01:37:35 pm » |
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cant tell you how much damage fausts do, Don't know which version Eirrmod has them linked as the upgrade.
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God is a genetically induced obsession that we interpret in such a way as to maintain our obedience.
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Scyn
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« Reply #48 on: June 16, 2009, 01:40:46 pm » |
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cant tell you how much damage fausts do, Don't know which version Eirrmod has them linked as the upgrade.
They do anywhere between 100 and 125 dmg currently.
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Piotrskivich
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« Reply #49 on: June 16, 2009, 01:42:38 pm » |
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I don't think they work though, at least they didn't for me.
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Tymathee
Donator
Posts: 9741
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« Reply #50 on: June 16, 2009, 02:53:35 pm » |
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ooh, locked and loaded and grit are in, yays!!!
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"I want proof!" "I have proof!" "Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
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donnieDark
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« Reply #51 on: June 16, 2009, 05:22:13 pm » |
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Im sure fausts work..but you also run the same problem that riflemen with stickies face when a tank gets in range then moves out of range.
it wastes the charge
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Tymathee
Donator
Posts: 9741
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« Reply #52 on: June 16, 2009, 05:25:46 pm » |
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Im sure fausts work..but you also run the same problem that riflemen with stickies face when a tank gets in range then moves out of range.
it wastes the charge
so they work but they can mis-fire just like stickies now? sweet....lol axis feel our pain!
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Jazlizard
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« Reply #53 on: June 16, 2009, 05:26:47 pm » |
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I tried to fire off some fausts with my kch, on a tank that wasn't moving, they did nothing, the ability showed that it had fired, but nothing happened.
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The MOD is over. The war is over. We're too lazy to restart it. You can all go fuck pickles mom, I hear she's easy.
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Piotrskivich
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« Reply #54 on: June 16, 2009, 06:20:57 pm » |
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Fausts don't work at all.
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AmPM
Community Mapper
Posts: 7978
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« Reply #55 on: June 16, 2009, 06:32:25 pm » |
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Fausts do not work on FJ
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Latios418
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« Reply #56 on: June 16, 2009, 06:41:50 pm » |
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Im sure fausts work..but you also run the same problem that riflemen with stickies face when a tank gets in range then moves out of range.
it wastes the charge You should probably have thought about that before posting. Before this patch, nobody has ever complained about fausts not working, and then after this patch where fausts were modified, many people are. For some reason, I doubt it has anything to do with being kited.
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Smokaz
Honoured Member
Posts: 11418
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« Reply #57 on: June 16, 2009, 06:57:31 pm » |
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Personally I disagree with the restriction on one lmg or shrek on a single grenadier squad. I think it was a bad change because wehr doesnt have a tank movement disabler and needs to be able to put out a lot of damage against circling tanks. Their accuracy with veterancy and at medium range coupled with their penetration is a bigger issue for me. As for double lmgs, you needed to counter these with snipers or tanks which imo was okay. Rangers and commandos could overpower them given ideal conditions as well.
The medikit change was a bit heavy-handed as well. Their effectiveness in combat was where the main criticism lay, and it was not accompanied by a triage type of nerf nerf too if the system is supposed to be that healing units are vulnerable to attack, which makes sense.
As for 006g, I hope a commando price increase is imminent after playing Leophone and Mudkip's commando spam companies. Not the piat commando, but the regular ones. The amount of commandos you could field even with full advantages was just stupid. I felt outsquadded with my infantry spam PE company (!).
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SlippedHerTheBigOne: big penis puma SlippedHerTheBigOne: and i have no repairkits SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
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Jazlizard
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« Reply #58 on: June 16, 2009, 06:59:23 pm » |
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Completely agree with Smokaz on this one.
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AmPM
Community Mapper
Posts: 7978
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« Reply #59 on: June 16, 2009, 07:07:15 pm » |
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Its because man for man Commandos cost the same as PGs. 215 for 4 men = 53.75mp each; 320 for 6 men = 53.33mp each for Commandos. They also cost a stupidly low amount of Mu for the weapons they have (which are better than Dual MP44 stormies, and just as immune to HMG etc on the approach). They pay the LEAST amount for their bang compared to any other infantry in the game.
Assault Grens 95mu for 4 guns = 23.75mu per gun Commando 135 for 6 = 22.5mu per gun
So just based on the numbers its retarded.
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