Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 24, 2024, 03:23:30 pm
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Balance & Design
>
U.S. Armor Company and the new faust
Pages: [
1
]
2
Go Down
Print
Author
Topic: U.S. Armor Company and the new faust (Read 9564 times)
0 Members and 5 Guests are viewing this topic.
Bubz
EIR Veteran
Posts: 726
U.S. Armor Company and the new faust
«
on:
June 23, 2009, 04:59:47 am »
So, has anybody managed to play this doctrine and deal with the current faust disabling the tanks on which you spent shitload of munitions as upgrades from your kiting range? It seems that every PE player is luftwaffe and regroups 3-4 fallschirmjagers squads that can easily own their counters with panzerfaust, and now volks/kchs work as well as antitank infantry. Imho the new faust on these units (kchs, volks, fsj) has made armor doctrine even rarer and harder to play or to begin with.
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: U.S. Armor Company and the new faust
«
Reply #1 on:
June 23, 2009, 05:10:44 am »
Faust should be changed to pre=ToV, IMHO. A long range wehrmacht infantry-based super-treadbreaker makes absolutely no sense whatsoever.
It has always been that allied inf goes up againt axis tanks, allied tanks vs axis inf if you want to win(with the exception of rangers/mandos vs infantry).
70 base damage, 2.25 modifier vs tanks seems like a lot of fun, like it used to be.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: U.S. Armor Company and the new faust
«
Reply #2 on:
June 23, 2009, 05:12:48 am »
We are looking into this and will probably end up removing the chance to deal crits.
More info on this soon.
Logged
Bubz
EIR Veteran
Posts: 726
Re: U.S. Armor Company and the new faust
«
Reply #3 on:
June 23, 2009, 05:13:52 am »
That's good news.
Logged
AmPM
Community Mapper
Posts: 7978
Re: U.S. Armor Company and the new faust
«
Reply #4 on:
June 23, 2009, 05:13:59 am »
Yay, then they get shredded by a single quad!
Keep damage high, leave damage engine, remove destroy gun. Immobile and Destroy Engine only below 40%
Logged
.
.
.
.
.
.
.
.
.
.
.
Bubz
EIR Veteran
Posts: 726
Re: U.S. Armor Company and the new faust
«
Reply #5 on:
June 23, 2009, 05:15:09 am »
Are quads still a problem for you?
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: U.S. Armor Company and the new faust
«
Reply #6 on:
June 23, 2009, 05:18:21 am »
I didn't know sticky riflemen could deal with a single puma. Not even 4 squads, actualy.
Why should 1 squad of axis makeshift AT be able to deal with a theorethically supperior anti-infantry vehicle? or 4 of them against a medium, and even a heavy tank?
A quad is specialist anti-infantry, it BETTER deal with specialist anti-infantry infantry of the axis. Get a pak, if you can't kill it with a faust.
The faust can stay as is, if the sticky can be thrown from across the screen, does twice as much damage and does it's job instantly, without a 5 seond timer.
Logged
AmPM
Community Mapper
Posts: 7978
Re: U.S. Armor Company and the new faust
«
Reply #7 on:
June 23, 2009, 05:18:50 am »
It just means that a faust - crit chance = goes back to not being used.
Buy more schreks instead, you will get 3 shots off pretty easily, doing more damage than a faust, and its constantly reusable, kills structures, kills weapons, etc.
110mu for Schrek, or 105 for 3 fausts with a massive cooldown between shots.
Logged
AmPM
Community Mapper
Posts: 7978
Re: U.S. Armor Company and the new faust
«
Reply #8 on:
June 23, 2009, 05:19:37 am »
I actually just want stickies, 90% chance to cripple? Thank you please!
Though I suppose your light armor spam isn't doing so well right now...
25% chance of Engine Damage + its current range and damage wouldn't be OP. Right now its the Main Gun Destroy and Immobilize in green thats a problem.
Isn't bren button also 35 range?
«
Last Edit: June 23, 2009, 05:22:50 am by AmPM
»
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: U.S. Armor Company and the new faust
«
Reply #9 on:
June 23, 2009, 05:27:09 am »
Quote from: AmPM on June 23, 2009, 05:19:37 am
I actually just want stickies, 90% chance to cripple? Thank you please!
Though I suppose your light armor spam isn't doing so well right now...
25% chance of Engine Damage + its current range and damage wouldn't be OP. Right now its the Main Gun Destroy and Immobilize in green thats a problem.
Please refrain from calling any kind of company I may build by calling it "spam", as I have not payed a single PP in building mine since .003, and I haven't played with you in roughly 2 weeks now, so you know not what kind of company I have. It doesn't have a single light vehicle in it, if that interests you.
You want a 90 percent chance to do engine damage? Get a LATHT, I heard that one has a much longer range, and has a 95 percent chance to do it. Fausts aren't stickies, they should have never even been equalised in the first place - especialy not with the range disrepancy, and with the ammount of anti-infantry capability the units wielding the faust can and usually attain.
Your implication "noone will use fausts if they are the same as pre-TOV and if they can buy shreks" is also flawed.
If a faust deals 150-175 damage per shot vs tanks, they're quite liable to be bought. Buy a 5 volks starting callin, with assault, MP40s and Fausts - you can one shot anything smaller than a pershing/churchill and you'll wtfpwn infantry. It'll cost a lot of muni, but it'll hold the field forever.
Logged
Bubz
EIR Veteran
Posts: 726
Re: U.S. Armor Company and the new faust
«
Reply #10 on:
June 23, 2009, 05:27:59 am »
No it's the crit it does that it's op. With all the superior anti tank power axis have this is really unneeded change. The current price is correct for old faust not for the current one. If you want stickies go play allies and realise how many stickies are thrown in a game, or how many good players let their tanks get stickied...
Logged
AmPM
Community Mapper
Posts: 7978
Re: U.S. Armor Company and the new faust
«
Reply #11 on:
June 23, 2009, 05:34:05 am »
Stickies aren't about chasing tanks to sticky them, they are about preventing enemy flanking with armor, which they do just fine. They also prevent the "Lawn Mower Effect", which is what the Allies used to do all day long (drive into the middle of Volks/KCH/FJ/etc), because they know they can always get away if they need to by backing out.
The whining right now is very similar to the whining that was going on about ATHT Treadbreaker when PE were introduced, ("waa, it can immobilize at long range"). You wanted the double LMG and double Schrek squads out so there would be less concentrated firepower to stop your tanks, now there is a tool that makes you stay at range.
Hell drop its range to 25 and make it like half a sticky for crits. Then it would serve a purpose.
I hear its going to a Phosphorus stun type deal, which you will also no doubt complain about due to not being able to run armor into Axis infantry with no obvious AT and live.
Logged
Bubz
EIR Veteran
Posts: 726
Re: U.S. Armor Company and the new faust
«
Reply #12 on:
June 23, 2009, 06:09:31 am »
The whining is because those things with their crits are simply stupid for their cost, and stupid for what they do. ATHT got changed and now fits its role in eir gameplay. Well since you are so good and stuff, why dont you play allied armor and show us how to kill axis infantry without vehicles and your uberability in kiting panzerfausts?
Logged
Fresz1
EIR Veteran
Posts: 75
Re: U.S. Armor Company and the new faust
«
Reply #13 on:
June 23, 2009, 06:13:05 am »
Quote from: Unkn0wn on June 23, 2009, 05:12:48 am
We are looking into this and will probably end up removing the chance to deal crits.
More info on this soon.
Yea remove it... Is better to remove allies tanks
this solve the porblem
btw. remove chance for sticky as well, 100% is stupid! and the cost of sticky is cool...
Logged
Draken
Chess master
EIR Veteran
Posts: 1850
Re: U.S. Armor Company and the new faust
«
Reply #14 on:
June 23, 2009, 06:16:20 am »
Quote from: Fresz1 on June 23, 2009, 06:13:05 am
Quote from: Unkn0wn on June 23, 2009, 05:12:48 am
We are looking into this and will probably end up removing the chance to deal crits.
More info on this soon.
100% is stupid! and the cost of sticky is cool...
Well without skirts its 99%, with skirts its 50%, stop creating your own crap theories.
Logged
Guderian
EIR Veteran
Posts: 817
Re: U.S. Armor Company and the new faust
«
Reply #15 on:
June 23, 2009, 02:35:10 pm »
I propse: Make faust worse vs medium/heavy armor and better vs light armor as one of the genius move from relic.
Logged
Eir customer support staff.
AmPM
Community Mapper
Posts: 7978
Re: U.S. Armor Company and the new faust
«
Reply #16 on:
June 23, 2009, 02:39:20 pm »
Quote
Ok heres some helpers:
Cromwell or CCT flank speed -> run over them. Works every time and retreats their squad. Its a little hard at first but when you're good you can run 2 or 3 of them over in a second. Cromwell can't hit anything from a distance, but at least it can hit things under it.
-Spinn72
That right there is why they need to disable tanks in some way. Could always remove stickies and up Stug speeds so they can run over everything as well though, that would be balanced.
Logged
AlcapwneD
EIR Veteran
Posts: 91
Re: U.S. Armor Company and the new faust
«
Reply #17 on:
June 23, 2009, 03:27:23 pm »
Quote from: AmPM on June 23, 2009, 02:39:20 pm
Quote
Ok heres some helpers:
Cromwell or CCT flank speed -> run over them. Works every time and retreats their squad. Its a little hard at first but when you're good you can run 2 or 3 of them over in a second. Cromwell can't hit anything from a distance, but at least it can hit things under it.
-Spinn72
That right there is why they need to disable tanks in some way. Could always remove stickies and up Stug speeds so they can run over everything as well though, that would be balanced.
+10
While your at it, make the Panzerfaust have a chance to Dmg engine or Immobolize tanks when there at the closest radius so that charging tanks can suffer a big consequence when trying to run over volks
. Thats pretty much all i want other than AMPM's suggestion
.
Logged
CompanyofNubz - Allies
TheGenerals - Axis
Alcapwned - Axis
Guderian
EIR Veteran
Posts: 817
Re: U.S. Armor Company and the new faust
«
Reply #18 on:
June 23, 2009, 03:48:29 pm »
I am actually up for that, makes elite inf like falls and kch being able to not die to bumrushes but still won't do much dmg.
Logged
wildsolus
Donator
Posts: 807
Re: U.S. Armor Company and the new faust
«
Reply #19 on:
June 23, 2009, 04:17:57 pm »
the way i've been dealing with fausts is buying an extra field repair because that inevitable disabling faust will come, so i make sure i have the tools to get back in the fight!
not savin any pp to buy doctrines though lol
Logged
lol
lol x2
Pages: [
1
]
2
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...