*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 25, 2024, 02:28:25 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: 1 ... 4 5 [6] 7 8 ... 10   Go Down
  Print  
Author Topic: The new Faust  (Read 46202 times)
0 Members and 11 Guests are viewing this topic.
Bubz Offline
EIR Veteran
Posts: 726



« Reply #100 on: June 21, 2009, 12:50:40 pm »

You got the panther and the atht threadbreaker too, and other doctrinal ways to get antitank/tank power DasNoob, such as tellermines, hetzers the jagdpanther and doubleschreks.
I agree with gamesguy, if used correctly the Marder is insane, expecially if you have two of those. Only hard thing about PE is microing all the vehicles with shitty pathing, and the scorched earth doctrine, which is a bit more difficult than the other two.
Logged
pernik Offline
EIR Veteran
Posts: 196


« Reply #101 on: June 21, 2009, 12:55:41 pm »

I must say, make Panzerfausts cost more, or remove that frickin crit stuff... one stupid faust just immobilized my full health M4 and completely destroyed its engine (well, that would be another one, but I saw firing only one)... or make stickies cost less cause that "1/3 chance of crit" is nothing in game - if it's possible, it'll most likely happen - that's my very recent experience Tongue Lips sealed
Logged

Sach Offline
EIR Veteran
Posts: 1211


« Reply #102 on: June 21, 2009, 12:59:24 pm »

ATHT is a sick little vehicle, so cheap and low pop for what it does, really under appreciated.
Logged

Sach Wins! Cheesy

Would people please stop killing my AVREs. Not cool.
brn4meplz Offline
Misinformation Officer
*
Posts: 6952


« Reply #103 on: June 21, 2009, 01:03:43 pm »

Yeah I just don't like paying 95 munitions for a treadbreaker(damage engine) when Fausts have a chance to immobilize for 1/3 the cost. I know the immobilize chance is low but nothing should be giving such permanent critical from green HP. a Low damaged engine or a low Gunner killed(for Top mounted MG's) would be reasonable.

Hell if slowing the vehicles is really such a huge concern you could have the Faust deliver with the Hawkwins stun, it's temporary and doesn't negate a repair
Logged

He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
gamesguy2 Offline
Honoured Member
*
Posts: 2238


!
« Reply #104 on: June 21, 2009, 01:46:13 pm »

You forgot that:

1.  The marder can't be re-crewed.

Anything that can destroy a marder will also rape an ATG.   Marder also cannot be decrewed.
Quote
2.  It gets 2 shotted by most things.

Nothing two shots a marder, period.

Quote
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.

4x marder is only ~700ish fuel, thats a little over half your fuel, not all of it.   And you still have panthers, hetzers, etc.

Quote
Go Play PE and then get back to me.



Last patch I had the highest vetted PE unit(600xp hummel) while playing PE with 8 pop marders and 3 man default PG squads.  PE have it easy this patch.

Telling me to "go play PE" is just lol. 
Logged
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #105 on: June 21, 2009, 01:46:34 pm »

The point is the Faust needs to have that sting since double shreks were removed.

This is a generalization, but a lot of allied players are now starting to feel the sitcky fear, and it's not even %100.
Logged

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
gamesguy2 Offline
Honoured Member
*
Posts: 2238


« Reply #106 on: June 21, 2009, 01:48:43 pm »

Yeah I just don't like paying 95 munitions for a treadbreaker(damage engine) when Fausts have a chance to immobilize for 1/3 the cost. I know the immobilize chance is low but nothing should be giving such permanent critical from green HP. a Low damaged engine or a low Gunner killed(for Top mounted MG's) would be reasonable.

Hell if slowing the vehicles is really such a huge concern you could have the Faust deliver with the Hawkwins stun, it's temporary and doesn't negate a repair

Hawkins mine is far too powerful for a 35 range weapon.  Its like a 15 second engine destroyed.

But ya, I said it as soon as the new faust came out, the immobilize and main gun destroyed crit at green hp needs to be converted to engine damage.
Logged
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #107 on: June 21, 2009, 01:49:31 pm »

I agree here, engine damage on Green is enough bite.

Logged
pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #108 on: June 21, 2009, 02:40:06 pm »

If possible, perhaps we could provide PE with a better faust then Wehr. It'll give the PE more AT options; something wehr is not in desperate need of. It could also be limited to Falls and assault (for PE) which are both expensive units.

Honestly though, for me its more or less the amount of damage that can be done with fausts. They are deadly accurate, as opposed to shreks, and deal a good amount of damage for their cost. If you get 2 fausts per purchase, thats 15 munitions each shot. And as I mentioned in previous posts, you can get them off 60% of the time and are a bit harder to dodge then stickies, unless facing vet 2 rifles.
Logged

Common sense is not so common after all.
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #109 on: June 21, 2009, 02:42:59 pm »

PE has threadbreaker, who would use this if the faust has the same effect? Bad idea.
Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #110 on: June 21, 2009, 02:54:34 pm »

Thats true Smokaz, but I really do not think Wehr needs them, and since they can spam them on a cheap and effective platform like volks, it makes the situation worse. Wouldnt be so bad if only KHC could use them, it would add to their appeal.

PQ
Logged
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #111 on: June 21, 2009, 02:59:36 pm »

Good call. What if just made the volk faust a normal, non-disabling 120 dmg weapon and the kch faust more like a low-damage engine disabler? Would fit their fluff and let volks deploy mines if they want to handle vehicles.
Logged
gamesguy2 Offline
Honoured Member
*
Posts: 2238


« Reply #112 on: June 21, 2009, 03:04:29 pm »

If possible, perhaps we could provide PE with a better faust then Wehr. It'll give the PE more AT options; something wehr is not in desperate need of. It could also be limited to Falls and assault (for PE) which are both expensive units.

Honestly though, for me its more or less the amount of damage that can be done with fausts. They are deadly accurate, as opposed to shreks, and deal a good amount of damage for their cost. If you get 2 fausts per purchase, thats 15 munitions each shot. And as I mentioned in previous posts, you can get them off 60% of the time and are a bit harder to dodge then stickies, unless facing vet 2 rifles.

Uhh what?  I see it as the opposite.  PE has plenty of AT options, while wehr doesnt, mostly due to the dual shrek removal.

Marders are better than paks in every way(though they do use fuel), ATHT rapes, shrek cars are easy to obtain and very common, etc.
Logged
donnieDark Offline
EIR Veteran
Posts: 95


« Reply #113 on: June 21, 2009, 03:06:13 pm »

The faust thing really sucks because you have to get a tank to 100% just to repair the main gun...tank without main gun = useless pretty much, at least with damaged engine you could still fight.
Logged
Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #114 on: June 21, 2009, 03:07:25 pm »

What's the deal with faust, wasn't there 10% to dmg tank. There must be something borked, cuz in all my games every fricking faust damaged engine on even full hp, that's ridiculous.
Logged
Warlight Offline
Donator
*
Posts: 304


« Reply #115 on: June 21, 2009, 03:11:47 pm »

Don't include teh ATHT in the PE AT.  It Rapes Infantry, not tanks...

The only PE units that get fuasts are TH Assault grens anyway.  At least I'm relativly sure.

On a side now I double fuasted a sherman into the yellow and imobalized it once.
Logged
Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #116 on: June 21, 2009, 03:14:51 pm »

deal allys deal. you got stikis we got fuast.
Logged

RikiRude Offline
Donator
*
Posts: 4376



« Reply #117 on: June 21, 2009, 03:20:27 pm »

wher do not need anything that causes engine damage because they have the best AT in the game, they simply out right destroy tanks. if my zooks start doing schreck damage or my ATGs come with free AP rounds, then we can start talking.

but then against i haven't been playing since the gren nerf.

without even playing as i put this in theory, the fausts are probably pretty balanced if no wher unit had double shrecks. so single schrecks and improved fausts sounds like a great idea. actually. but ill have to get some actual games to see how it plays out.
Logged



Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
Scyn Offline
EIR Veteran
Posts: 1011


« Reply #118 on: June 21, 2009, 03:21:47 pm »

deal allys deal. you got stikis we got fuast.

I don't think they're saying they aren't dealing with it.. They're saying the effectiveness should be looked into.
« Last Edit: June 21, 2009, 03:26:47 pm by Scyn » Logged

God is a genetically induced obsession that we interpret in such a way as to maintain our obedience.
Bubz Offline
EIR Veteran
Posts: 726



« Reply #119 on: June 21, 2009, 03:27:55 pm »

faust is kind of sticky vet 2 tbh, or it got range decrease?
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 10   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.073 seconds with 36 queries.