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Author Topic: The new Faust  (Read 45948 times)
0 Members and 3 Guests are viewing this topic.
Sach Offline
EIR Veteran
Posts: 1211


« Reply #80 on: June 21, 2009, 05:31:33 am »

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

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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Would people please stop killing my AVREs. Not cool.
GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« 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 Offline
No longer retired
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Posts: 18379


« Reply #82 on: June 21, 2009, 07:00:26 am »

Correct, that should be the current situation yes.
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Guderian Offline
EIR Veteran
Posts: 817



« Reply #83 on: June 21, 2009, 07:06:55 am »

I wish falls had two fausts Sad
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Eir customer support staff.
Sach Offline
EIR Veteran
Posts: 1211


« 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 Offline
Community Mapper
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Posts: 80


« Reply #85 on: June 21, 2009, 07:47:35 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..   Lips sealed
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Bubz Offline
EIR Veteran
Posts: 726



« 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 Offline
EIR Regular
Posts: 12


« 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 Offline
No longer retired
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Posts: 18379


« Reply #88 on: June 21, 2009, 08:56:16 am »

Its still a different weapon Tongue
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pqumsieh Offline
EIR Veteran
Posts: 2367


« 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 » Logged

Common sense is not so common after all.
AmPM Offline
Community Mapper
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Posts: 7978



« 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 Offline
The Inquisitor
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Posts: 6904



« Reply #91 on: June 21, 2009, 12:21:05 pm »

Axis do not need an engine damage ability, plain and simple, whereas allies (mainly American) do.


Are you aware that grens cant have double schrecks anymore, right?
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #92 on: June 21, 2009, 12:33:23 pm »

I wish falls had two fausts Sad
Falls shouldnt have any fausts.  Not like PE needs more AT options.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #93 on: June 21, 2009, 12:36:34 pm »

I wish falls had two fausts Sad
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!

You have DasNoob who uses the mod as COHTV
Skaevola Offline
EIR Veteran
Posts: 175


« Reply #94 on: June 21, 2009, 12:37:30 pm »

So much for factional differences I guess.  Roll Eyes
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #95 on: June 21, 2009, 12:38:14 pm »

zomg, yer right, take away all British mobile support  Roll Eyes

Oh, and Fausts come on FJ in vCoH, so obviously they need em for something.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #96 on: June 21, 2009, 12:39:04 pm »

I wish falls had two fausts Sad
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 Offline
EIR Veteran
Posts: 3430



« Reply #97 on: June 21, 2009, 12:41:39 pm »

I wish falls had two fausts Sad
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.

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pqumsieh Offline
EIR Veteran
Posts: 2367


« 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 Tongue

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
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AmPM Offline
Community Mapper
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Posts: 7978



« 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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