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Author Topic: The new Faust  (Read 46295 times)
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #60 on: June 20, 2009, 04:06:21 pm »

Would you rather lose the gun or your engine? At least with the gun gone you can escape...
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Sach Offline
EIR Veteran
Posts: 1211


« Reply #61 on: June 20, 2009, 04:48:30 pm »

I must admit I am finding this new faust quite hard to deal with. Can we reduce the chance of engine damage on a full health tank and increase the liklihood of engine damage on low health tanks because at the moment its like a super cheap treadbreaker.

Having full health tanks consistently being engine damaged from range is really tough unless we can get a way of repairing the engine.
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Would people please stop killing my AVREs. Not cool.
AmPM Offline
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Posts: 7978



« Reply #62 on: June 20, 2009, 05:01:59 pm »

Lol, its in no way consistent, I just hit a Cromwell 4 times with fausts in my last game, no critical at all.

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Scyn Offline
EIR Veteran
Posts: 1011


« Reply #63 on: June 20, 2009, 05:03:49 pm »

yeah I just played a game and MeyeC unloaded 3 Fausts from Falls onto Fre3k's Sherman and only did damage. It's really just chancing it.

A sticky has a 100% chance to crit as long as it penetrates. The faust we didn't design that way. ^_^
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Sach Offline
EIR Veteran
Posts: 1211


« Reply #64 on: June 20, 2009, 05:04:57 pm »

Maybe I am unlucky then, I think I got 3/4 fausts hitting my tanks so far getting engine damage.

The way it is at the moment though it feel like if there is a volks squad in a firefight then its a no-go area for any tanks. And this isn't charge in and run them over tanks like cromwells or shermans but fireflys and AVREs have to completely avoid the fight.
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Sharpshooter824 Offline
I <3 Aloha
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Posts: 775


« Reply #65 on: June 20, 2009, 05:05:13 pm »

but there is still such a price difference..
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Rawr
Freek Offline
EIR Veteran
Posts: 218


« Reply #66 on: June 20, 2009, 05:07:46 pm »

I've recently begun seeing a new tactic... volk blobs with a twist.

They are are making a push, and I know that they have 0 AT move in my sherm.  Then my assumption evaporates as 4-5 fausts streak through the sky, all of them hitting.  Taking my tank to below half health.  I start kiting them... but to no avail, shortly afterwards a second volley and I'm down a sherman.  All for just 120 munitions.  

I don't use stickies anymore, they just cost too much.  I've opted for multiple use zooks which have a decent range (but horrible accuracy).  

I say either make fausts a bit more (40-50mu) or reduce stickies to one use and 40 mu. (or just reduce them less for 2 uses, but I have very rarely ever used both stickies on a lone squad, namely b/c they die so easily.)
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Freek Offline
EIR Veteran
Posts: 218


« Reply #67 on: June 20, 2009, 05:09:00 pm »

yeah I just played a game and MeyeC unloaded 3 Fausts from Falls onto Fre3k's Sherman and only did damage. It's really just chancing it.

A sticky has a 100% chance to crit as long as it penetrates. The faust we didn't design that way. ^_^
Yeah, that sherm was down to about 70-50% health IIRC... which made it more or less 'pull it off now or it will die if anything looks at it'
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #68 on: June 20, 2009, 06:26:54 pm »

We should just up it to 100% chance and then increase the price  Grin
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Freek Offline
EIR Veteran
Posts: 218


« Reply #69 on: June 20, 2009, 06:28:17 pm »

We should just up it to 100% chance and then increase the price  Grin

Do it.
I dare you.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #70 on: June 20, 2009, 06:29:26 pm »

Maybe I am unlucky then, I think I got 3/4 fausts hitting my tanks so far getting engine damage.

The way it is at the moment though it feel like if there is a volks squad in a firefight then its a no-go area for any tanks. And this isn't charge in and run them over tanks like cromwells or shermans but fireflys and AVREs have to completely avoid the fight.

hey thats how axis feel whenever they see rifleman... All the time!
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #71 on: June 20, 2009, 06:37:00 pm »

Freek, you should use your head a bit more, if you see a volk blob with no "apparent" AT support, you´d do well to kite it.
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gamesguy2 Offline
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Posts: 2238


« Reply #72 on: June 20, 2009, 08:05:25 pm »

Maybe I am unlucky then, I think I got 3/4 fausts hitting my tanks so far getting engine damage.

Its only 20% chance of engine damage at the green critical range(>40% hp).  Plus the 10% chance of main gun destroyed and 5% chance of immobilize.  The main gun destroyed crit should probably be changed to engine damage.

Quote
I've recently begun seeing a new tactic... volk blobs with a twist.

They are are making a push, and I know that they have 0 AT move in my sherm.  Then my assumption evaporates as 4-5 fausts streak through the sky, all of them hitting.  Taking my tank to below half health.  I start kiting them... but to no avail, shortly afterwards a second volley and I'm down a sherman.  All for just 120 munitions. 

Fausts are easilly kited.    Its easy to get volks to waste their faust charge by backing out of range and getting them stuck in the infinite repeating loop till they give up.

All this change does is make allied tanks kite axis infantry the same way axis tanks have to kite allied infantry.  When was the last time you saw a P4 going carmageddon on some rifles or bren tommies?    Yet every single game you have at least 5+ M10s and shermans pushing around and crushing wehr infantry.

The faust change evens the balance and makes up for the dual shrek nerf.    It needs to be cheap because it's not 100% chance of engine damage like the sticky is.   A single sticky/button creates a no-go zone axis tanks.   Even with the new faust, a 30% chance to engine damage(assuming the main gun destroyed gets changed) is odds in my favor.   Personally I would totally risk it if it means destroying some valuable target like a mortar.
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #73 on: June 20, 2009, 08:25:23 pm »

I've actually had a Sherman Croc been immobilized after like...two fausts.

Granted, I had already killed 10 or so infantry...
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AyeSpy Offline
EIR Regular
Posts: 15


« Reply #74 on: June 20, 2009, 08:48:16 pm »

+1 gamesguy...
eww
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Fresz1 Offline
EIR Veteran
Posts: 75


« Reply #75 on: June 21, 2009, 02:26:09 am »

We should just up it to 100% chance and then increase the price  Grin

Aggree...

btw. "Fully Loaded" skill in blitz dosent work...
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #76 on: June 21, 2009, 03:58:53 am »

When was the last time you saw a P4 going carmageddon on some rifles or bren tommies?   
LOL. That was the first thing I did when I heard about the non functioning stickie bug. Got 30 something kills before that P¤ died. Payback is a biatch!
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #77 on: June 21, 2009, 04:16:25 am »

The argument of a cheaper faust vs. stickie is the same argument as the cheaper zooks vs shrecks. Eccept here we are talking about 25% chance vs. 100% of stickie success – Zooks are still 45% chance (100% from rear and you get 2) – shrecks are 88%.

Should it happen that you get hit by a critical then armor players still have the option of hitting field repairs that instantly repairs all critical…
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Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #78 on: June 21, 2009, 04:46:14 am »

Just a side question here,
With fully loaded you get an extra faust use, ie. 2.
However, when Volks get to vet 2 they're supposed to gain another extra use.
Do these 2 stack? So do you get 3 uses if you get both?
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"Chance favors the prepared mind"
Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #79 on: June 21, 2009, 04:47:13 am »

Just a side question here,
With fully loaded you get an extra faust use, ie. 2.
However, when Volks get to vet 2 they're supposed to gain another extra use.
Do these 2 stack? So do you get 3 uses if you get both?

I don't see why it wouldn't
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