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Author Topic: The new Faust  (Read 46221 times)
0 Members and 7 Guests are viewing this topic.
Scyn Offline
EIR Veteran
Posts: 1011


« Reply #120 on: June 21, 2009, 03:28:32 pm »

Range is the same as before.
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #121 on: June 21, 2009, 04:33:01 pm »

this alternative to dual shreks imo is cuasing more problems than if you all had left it along, just look the allys are alreading complaining, NERF NERF NERF (sacrasim)
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Smokaz Offline
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Posts: 11418



« Reply #122 on: June 21, 2009, 04:34:41 pm »

Apollo, double shreks and lmg's becoming doctrinal options was a design decision, not a balance one. You might as well argue the 25 starting population.

*based on what I have observed and heard from the devs, I do not have a straw sucking from their minds directly, but if I had i'd imagine it would have sweet strawberry taste
« Last Edit: June 21, 2009, 04:58:17 pm by Smokaz » Logged

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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #123 on: June 21, 2009, 04:37:16 pm »

i am kinding you know sheez sarcasim even when posted dose not carry
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crimsonrobbit Offline
EIR Regular
Posts: 24


« Reply #124 on: June 21, 2009, 05:59:59 pm »

They should just nerf the Wehr fausts but let PE keep their fausts the way it is right now. Wehr has enough amount of AT as it is.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #125 on: June 21, 2009, 06:10:41 pm »

Are you serious or joking? Other then the faust, we have the pak and now, the single shreck squad. Everything else is a tank. Not a whole lot of options unless you want to count mines.

Somehow something that has been in the game for what over 2 years now? gets changed and I haven't really seen a good argument as to why.



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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #126 on: June 21, 2009, 06:18:55 pm »

@ Jaz, I think they changed it because you could have 5 pop holding some serious AT capabilities. That is, players had double shreks in their starting call in to get the most bang for their buck. I personally do not mind double shrek squads, they are easy to counter and if they drop a shrek and my airborn pick it up, they'll pay for it tenfold. I'd rather see a revert to double shreks once more then keep the faust as is. Otherwise, I think we'll start seeing some allies asking for a price reduction on the sticky. Hell, I'd take a sticky if it cost 30 munitions but only had a small chance to cause criticals. As it stands, I cannot afford stickies in my company; whereas, I could easily afford a 30 muni faust.

And as it stands right now, the faust is broken so a lot of concern is growing because of the unusual crits its getting. (ie, main gun destroyed on full HP tanks or treads being destroyed on full hp tanks) I've had this happen to me twice now, once a main gun and another treads. It usually costs me 50 munitions or a tank as a result.

PQ
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wildsolus Offline
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Posts: 807


« Reply #127 on: June 21, 2009, 06:24:19 pm »

played a game with victor target last night

he repaired his pershing....went back into the battle and the first faust that hit his pershing got a main gun destroyed.

almost full hp pershing completely worthless.
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #128 on: June 21, 2009, 06:42:22 pm »

played a game with victor target last night

he repaired his pershing....went back into the battle and the first faust that hit his pershing got a main gun destroyed.

almost full hp pershing completely worthless.
His speed 5 heavy tank got hit by something that only have 18% chance of success because faust doesn’t have full penetration against Pershin. Then what happened? He hit “field repairs” that instant heals all critical? I can see how you Allied tankers have a really tough time… 
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #129 on: June 21, 2009, 06:43:46 pm »

PQ I disagree with you on the new faust, I don't think it's overpowered, generally unless you get unlucky with a crit, you can still blow by the faust squad and destroy what you wanted to, usually to include the squad with the faust. With a double shrek squad there was a serious enough threat that you'd think twice, in most circumstances then to do a direct armor attack against that position, much the same way you would with a squad you suspect has stickies as you'll likely lose the tank or have to go back to repair it as a best case scenario.

To me the faust changes are more of a pacifying gesture, I'll trade you it for stickies at their current cost any day of the week. I still do not understand how things could not be balanced through availability and cost but whatever.

The reason you saw so many double shreck starts is it was about the only thing when combined with a single pak that worked for good AT support against light vehicle starts without bringing in a tank as your start. Now that it is gone as the metagame changes I think you'll see more light vehicle starts from the allies as they figure out that the axis AT options are limited and more tank starts from the non double heavy weapon wher factions. Time will tell I guess but I've already seen it happen in the more advanced games.

Wildsolus that is unfortunate, however I believe there is only a 10% chance of that happening (probably less if the shot bounces), he could have just as easily hit a mine (which costs less to place) and although he wouldn't have lost his main gun, a damaged engine (or worse immobolized) tank is eventually going to die or be forced off map by any good player.
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RikiRude Offline
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Posts: 4376



« Reply #130 on: June 21, 2009, 07:09:48 pm »

why are fausts being compared to stickies... yet are 50 MU cheaper?... and have way more range? also i have never seen a sticky destroy main gun on full health tanks.
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wildsolus Offline
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Posts: 807


« Reply #131 on: June 21, 2009, 07:11:19 pm »

played a game with victor target last night

he repaired his pershing....went back into the battle and the first faust that hit his pershing got a main gun destroyed.

almost full hp pershing completely worthless.
His speed 5 heavy tank got hit by something that only have 18% chance of success because faust doesn’t have full penetration against Pershin. Then what happened? He hit “field repairs” that instant heals all critical? I can see how you Allied tankers have a really tough time… 


notice how i said "completely worthless" meaning he had no repairs left and he doesn't have field repairs unlocked.

if you would like to see how that feels start giving stickies the same chance to get a main gun destroyed on a full HP tiger.
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Jazzhead5 Offline
EIR Regular
Posts: 23


« Reply #132 on: June 21, 2009, 07:14:36 pm »

you have to admit it's just a little funny that a 35 muni ability disabled a Pershing  Tongue
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crimsonrobbit Offline
EIR Regular
Posts: 24


« Reply #133 on: June 21, 2009, 07:21:26 pm »

Are you serious or joking? Other then the faust, we have the pak and now, the single shreck squad. Everything else is a tank. Not a whole lot of options unless you want to count mines.

Somehow something that has been in the game for what over 2 years now? gets changed and I haven't really seen a good argument as to why.




.
Maybe I went a little too far about the enough AT but cheap fausts on easily spammable volks is kind of over the limit. Perhaps to amend my idea I would say make the fausts more expensive for the Wehr, but keep the fausts the same price with the same effect as it is now for the PE because Falls are not easily spammable...unless you want to pay PP for it.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #134 on: June 21, 2009, 07:25:15 pm »

The thing is, I haven't even seen volk spam, which you would think would be the case if they are so powerful.
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VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #135 on: June 21, 2009, 08:12:28 pm »

you have to admit it's just a little funny that a 35 muni ability disabled a Pershing  Tongue
I didn't find it funny at all.
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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #136 on: June 21, 2009, 08:25:24 pm »

 I used Fausts before the buff and now after ,so I use them alot probably more than others I have not yet destroyed a main gun and have had 3 damaged engines since the change not OP from my point of view based on performance from the field..
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crimsonrobbit Offline
EIR Regular
Posts: 24


« Reply #137 on: June 21, 2009, 09:04:51 pm »


The thing is, I haven't even seen volk spam, which you would think would be the case if they are so powerful.
Well now that I talked about it there will be.  Wink
« Last Edit: June 21, 2009, 09:08:45 pm by crimsonrobbit » Logged
AyeSpy Offline
EIR Regular
Posts: 15


« Reply #138 on: June 21, 2009, 09:38:14 pm »

I dont see the problem with the faust. It is a viable at option now that the axis are severely limited in at. The heart of the problem is the main gun issue=change it to dam engine or some shit. The lungs of the problem is the worthless single shreck squad. So what is a single squad has ~250 munis invested in a four man squad with a high chance to drop. All that does is force an axis player to play well with the squad. I mean how vunerable is a freaking gren squad. Surpress them=250 munis off field, mortar them, arty them, run over them, shoot them...on and on. Without the cheapo faust circle strafe= win, or be forced to carry fuckin like 10 paks with your batt.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #139 on: June 21, 2009, 10:04:01 pm »

Perhaps instead of main gun, it immobilizes. It already has a chance to damage engine and since the main gun damage seems to be what folks have the most issues with, change it to immobilized, this ties in with their theme of slowing tanks down via mines and via damage engine.
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