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The new Faust
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Topic: The new Faust (Read 46297 times)
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Sach
EIR Veteran
Posts: 1211
Re: The new Faust
«
Reply #80 on:
June 21, 2009, 05:31:33 am »
Quote from: DasNoob on June 20, 2009, 06:26:54 pm
We should just up it to 100% chance and then increase the price
I would agree with this. The way the faust works now you have to assume its going to give you engine damage anyway.
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Sach Wins!
Would people please stop killing my AVREs. Not cool.
GarnierMcGarvey
Community Mapper
Posts: 80
Re: The new Faust
«
Reply #81 on:
June 21, 2009, 06:57:22 am »
I thought that by default each unit that you buy fausts on gets two, and then volks get an extra at vet2 for a total of 3, and maybe more with doctrine. Is this wrong?
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Unkn0wn
No longer retired
Posts: 18379
Re: The new Faust
«
Reply #82 on:
June 21, 2009, 07:00:26 am »
Correct, that should be the current situation yes.
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Guderian
EIR Veteran
Posts: 817
Re: The new Faust
«
Reply #83 on:
June 21, 2009, 07:06:55 am »
I wish falls had two fausts
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Sach
EIR Veteran
Posts: 1211
Re: The new Faust
«
Reply #84 on:
June 21, 2009, 07:38:13 am »
so its potentially 3 or even 4 fausts for 30 munitions?
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GarnierMcGarvey
Community Mapper
Posts: 80
Re: The new Faust
«
Reply #85 on:
June 21, 2009, 07:47:35 am »
Quote from: Sach on June 21, 2009, 07:38:13 am
so its potentially 3 or even 4 fausts for 30 munitions?
Yes..
I must say that I rarely get 2 fausts off from the same unit, as to get the faust out they have to be quite exposed, no hiding behind buildings or hedges, and the vehicle can kite, not that they always do, but in any case I've only used two fausts from one unit a few times. KCH get dropped fast from armored cars and shermans.
However, I think the sticky should be 2 stickies for 40 rather than 4 for 80 -- but I shouldnt say that as an axis player..
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Bubz
EIR Veteran
Posts: 726
Re: The new Faust
«
Reply #86 on:
June 21, 2009, 08:26:15 am »
Well stickies are another issue, a kiting p4 could make you waste all your 4 stickies, I think there should be something to do about it, as well as grenades.
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Relay
EIR Regular
Posts: 12
Re: The new Faust
«
Reply #87 on:
June 21, 2009, 08:50:15 am »
Should just make fausts be completely identical to stickies in stats and price. That way no one can complain.
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Unkn0wn
No longer retired
Posts: 18379
Re: The new Faust
«
Reply #88 on:
June 21, 2009, 08:56:16 am »
Its still a different weapon
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pqumsieh
EIR Veteran
Posts: 2367
Re: The new Faust
«
Reply #89 on:
June 21, 2009, 12:07:33 pm »
Realistically, I think we can all agree that the Faust needs at the very least a price adjustment (as already noted by unknown). However, I think the underlying issue with the Faust is the fact that it has a chance to destroy a main guy at full hp or damage an engine.
Axis do not need an engine damage ability, plain and simple, whereas allies (mainly American) do. I say this become axis have some of the best AT weapons in the game, and ally armor (even as armor doc, is fairly fragile in comparison) Stickies are fairly difficult to use, even though they can go through hedges/terrain, they require the other player to be close. Additionally, stickies require vet 2 to become effective. The range boost is what gives them their higher chance of success; any good player would simply stay out of the vet 1 radius.
The Faust does not require vet 2 to increase its range, and I would argue it is easier to use overall since it is a rocket propelled AT weapon vs. a thrown AT weapon with a 3.5 second fuse and a strong counter (skirts). Overall, I would take a Faust over a sticky for 2 major reasons. 1) They are much cheaper and cost efficient 2) they are easier to use 60% of the time (I say 60% because they are easily line of sighted; whereas, the sticky is not. HOWEVER, the sticky requires vet 2 to compare in effectiveness.
SOLUTION: Reduce the range of fausts to current vet 1 stickies. Additionally, increase the cost slightly to maybe 40-50 munitions. Finally, remove its chance to cause weapons criticals at full HP and yellow HP. Increase the chance to cause engine damage to roughly 25%.
Discuss
«
Last Edit: June 21, 2009, 12:33:45 pm by pqumsieh
»
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Common sense is not so common after all.
AmPM
Community Mapper
Posts: 7978
Re: The new Faust
«
Reply #90 on:
June 21, 2009, 12:18:37 pm »
Actually, Wehr do need a tank disabling weapon since all they got their dual schreks removed. It used to be you could keep a tank from circling your ATG through killing it, now you need to disable its engines.
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Killer344
The Inquisitor
Posts: 6904
Re: The new Faust
«
Reply #91 on:
June 21, 2009, 12:21:05 pm »
Quote from: pqumsieh on June 21, 2009, 12:07:33 pm
Axis do not need an engine damage ability, plain and simple, whereas allies (mainly American) do.
Are you aware that grens can´t have double schrecks anymore, right?
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Quote from: brn4meplz on April 18, 2013, 01:23:05 am
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.
gamesguy2
Honoured Member
Posts: 2238
Re: The new Faust
«
Reply #92 on:
June 21, 2009, 12:33:23 pm »
Quote from: Guderian on June 21, 2009, 07:06:55 am
I wish falls had two fausts
Falls shouldnt have any fausts. Not like PE needs more AT options.
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DasNoob
EIR Veteran
Posts: 3430
Re: The new Faust
«
Reply #93 on:
June 21, 2009, 12:36:34 pm »
Quote from: gamesguy2 on June 21, 2009, 12:33:23 pm
Quote from: Guderian on June 21, 2009, 07:06:55 am
I wish falls had two fausts
Falls shouldnt have any fausts. Not like PE needs more AT options.
Yeah because I love having the choice between 1) Marders 2) Shreks... so many choices.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
Skaevola
EIR Veteran
Posts: 175
Re: The new Faust
«
Reply #94 on:
June 21, 2009, 12:37:30 pm »
So much for factional differences I guess.
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AmPM
Community Mapper
Posts: 7978
Re: The new Faust
«
Reply #95 on:
June 21, 2009, 12:38:14 pm »
zomg, yer right, take away all British mobile support
Oh, and Fausts come on FJ in vCoH, so obviously they need em for something.
Logged
gamesguy2
Honoured Member
Posts: 2238
Re: The new Faust
«
Reply #96 on:
June 21, 2009, 12:39:04 pm »
Quote from: DasNoob on June 21, 2009, 12:36:34 pm
Quote from: gamesguy2 on June 21, 2009, 12:33:23 pm
Quote from: Guderian on June 21, 2009, 07:06:55 am
I wish falls had two fausts
Falls shouldnt have any fausts. Not like PE needs more AT options.
Yeah because I love having the choice between 1) Marders 2) Shreks... so many choices.
You have the marder that does way more damage than a pak, and the ATHT.
I could play an entire game with just those two. Clown cars with shreks are just icing on the cake.
PE has the best AT in the game right now. They dont need any more.
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DasNoob
EIR Veteran
Posts: 3430
Re: The new Faust
«
Reply #97 on:
June 21, 2009, 12:41:39 pm »
Quote from: gamesguy2 on June 21, 2009, 12:39:04 pm
Quote from: DasNoob on June 21, 2009, 12:36:34 pm
Quote from: gamesguy2 on June 21, 2009, 12:33:23 pm
Quote from: Guderian on June 21, 2009, 07:06:55 am
I wish falls had two fausts
Falls shouldnt have any fausts. Not like PE needs more AT options.
Yeah because I love having the choice between 1) Marders 2) Shreks... so many choices.
You have the marder that does way more damage than a pak, and the ATHT.
I could play an entire game with just those two. Clown cars with shreks are just icing on the cake.
PE has the best AT in the game right now. They dont need any more.
You forgot that:
1. The marder can't be re-crewed.
2. It gets 2 shotted by most things.
3. It takes up ALL of my fuel so that basically my AT option is also my Tank, vs. the other factions that have an actual ATG taking up MU and allowing them to field PIV and Sherman etc.
Go Play PE and then get back to me.
Logged
pqumsieh
EIR Veteran
Posts: 2367
Re: The new Faust
«
Reply #98 on:
June 21, 2009, 12:46:07 pm »
I realize not having double shreks is a hit to the axis anti-armor capabilities. However, I did not say remove the faust or its engine damage capabilities. What I did say was bring them in line with the role they ought to play.
Btw, its not like you had double shreks on every gren squad (and if you did, lawl) it was mostly used in starting call ins to provide the most AT capabilities in a small pop cap unit. For that reason, it was restricted, you can still get double or triple shreks w/ supply drops
Fact of the matter is, if you relied on double shreks to take down armor then you played a very rigid game. It might just require you to be a bit more dynamic if its that much of an issue.
PQ
Logged
AmPM
Community Mapper
Posts: 7978
Re: The new Faust
«
Reply #99 on:
June 21, 2009, 12:48:46 pm »
Fact is, a PAK + single schrek cannot deal with 2 armored vehicles in a start, even if they are HTs.
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