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Panzerfausts
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Topic: Panzerfausts (Read 8644 times)
0 Members and 7 Guests are viewing this topic.
Atlanton
EIR Veteran
Posts: 66
Panzerfausts
«
on:
July 04, 2009, 05:14:19 pm »
After the nerf to panzerfausts (which was completely justified), it seems as axis players barely use them anymore.
I haven't really thought this through, so please bear with me... But anyway, what if panzerfausts had a higher chance to damage engine and destroy engine at the respective health points, but they only damage the engines of light vehicles. That way, panzerfausts wouldn't be overpowered by crippling shermans, cromwells, and pershings that get too close, but they provide a deterrent for speedy light vehicles.
What do you think? Good, bad, shit?
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Dnicee
EIR Veteran
Posts: 998
Re: Panzerfausts
«
Reply #1 on:
July 04, 2009, 05:24:06 pm »
doesnt sound that bad imo, new ideas is alwas welcomed
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Jinker
EIR Veteran
Posts: 227
Re: Panzerfausts
«
Reply #2 on:
July 04, 2009, 05:27:14 pm »
I use panzerfausts now to tickle shermans, and arouse pershings. Man those pershings have a long barrel...
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Warlight
Donator
Posts: 304
Re: Panzerfausts
«
Reply #3 on:
July 04, 2009, 05:31:01 pm »
I'd use them more in my Tank hunters, but the problem is, only my Assault grens can use them.
And in all truth there are plenty of allied things for them to fight other than trying to run down tanks.
On a side note: the doctrain that unlocks them for my assault grens in the first place should unlock fausts for all my Infantry.
Logged
Tymathee
Donator
Posts: 9741
Re: Panzerfausts
«
Reply #4 on:
July 04, 2009, 05:56:38 pm »
Quote from: Atlanton on July 04, 2009, 05:14:19 pm
After the nerf to panzerfausts (which was completely justified), it seems as axis players barely use them anymore.
I haven't really thought this through, so please bear with me... But anyway, what if panzerfausts had a higher chance to damage engine and destroy engine at the respective health points, but they only damage the engines of light vehicles. That way, panzerfausts wouldn't be overpowered by crippling shermans, cromwells, and pershings that get too close, but they provide a deterrent for speedy light vehicles.
What do you think? Good, bad, shit?
They're fine as is. Just like americans dont use stickies a lot, fausts shouldn't be so powerful that everyone uses them. When they were bugged, EVERYONE spammed them and tanks were basically obsolete.
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Killer344
The Inquisitor
Posts: 6904
Re: Panzerfausts
«
Reply #5 on:
July 04, 2009, 06:03:02 pm »
but, you can ignore fausts now if your tank is on green HP, you can't do that with stickies.
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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.
Tymathee
Donator
Posts: 9741
Re: Panzerfausts
«
Reply #6 on:
July 04, 2009, 06:26:37 pm »
Quote from: Killer344 on July 04, 2009, 06:03:02 pm
but, you can ignore fausts now if your tank is on green HP, you can't do that with stickies.
no you can't, they still do a good amount of damage. They also get a 1.25 dmg bonus vs shermans and they also penetrate, unless it's a pershing. You don't get that with stickies, they fail to penetrate at times, especially vs skirts. We don't get anything to save us from fausts except trying to get away from them. Also, fausts get a chance to crit in green, just like stickies. I've gotten engine damage from the new fausts in green.
http://coh-stats.com/Weapon:Panzerfaust
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Killer344
The Inquisitor
Posts: 6904
Re: Panzerfausts
«
Reply #7 on:
July 04, 2009, 06:29:03 pm »
meh, do we really need to make another sticky vs faust thread?
Logged
AmPM
Community Mapper
Posts: 7978
Re: Panzerfausts
«
Reply #8 on:
July 04, 2009, 06:46:36 pm »
Problem: Allied tankers just using Overdrive to run over infantry and escape, M10's continuing to just run things over
Cause: No reliable crippling ability
Solution: 20 range Faust with high Engine Damage/Engine Destroy chance, slightly longer ranged than Sticky but with no immobilize
New Problem: Faust vs Sticky
Solution: Reduce Sticky to 3 Uses at 60mu.
Logged
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Malevolence
Donator
Posts: 1871
Re: Panzerfausts
«
Reply #9 on:
July 04, 2009, 06:47:50 pm »
Solution: make Panzerfaust do more damage and at yellow health on light vehicles give it a high chance for engine damage et c...
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Akranadas' Greatest Hits, Volume 1:
Quote from: Akranadas
Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
LeoPhone
Honoured Member
Posts: 0
Re: Panzerfausts
«
Reply #10 on:
July 04, 2009, 06:49:03 pm »
SOLUTION:
give faust STUN abilty, so when m10s rush in, you stun them and either get out or destroy them without them driving over your troops.
ofcourse stun only affects driving, not weapons.
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SaintPauli
EIR Veteran
Posts: 530
Re: Panzerfausts
«
Reply #11 on:
July 04, 2009, 07:11:48 pm »
Quote from: Killer344 on July 04, 2009, 06:03:02 pm
but, you can ignore fausts now if your tank is on green HP, you can't do that with stickies.
They don’t even kill now. At Red (5% health) they have 75% chance of engine dam = you take another shot in the face. LOL
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crimsonrabbit
EIR Veteran
Posts: 380
Re: Panzerfausts
«
Reply #12 on:
July 04, 2009, 07:19:12 pm »
Soluiton: Follow Jesus.
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I defy all laws of scienceee.
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jackmccrack
EIR Veteran
Posts: 2484
Re: Panzerfausts
«
Reply #13 on:
July 04, 2009, 07:19:49 pm »
I like Leophone's idea...because right now Fausts are underpowered.
Last patch they were OP, this patch that are UP.
Logged
Let's talk about PIATs in a car.
wildsolus
Donator
Posts: 807
Re: Panzerfausts
«
Reply #14 on:
July 04, 2009, 07:23:56 pm »
but this stun ability would be available on volks, kch, falls, and assault grens (with doctrine choice)...that's a lot of infantry with the ability to stun a vehicle compared to just volk mines, hawkins (not used) and t17s.
honestly, i see it a pretty bad idea even with the gun able to fire. maybe just on volks but i don't know if it's possible to make fausts different for different units.
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lol
lol x2
acker
EIR Veteran
Posts: 2053
Re: Panzerfausts
«
Reply #15 on:
July 04, 2009, 07:24:24 pm »
LeoPhone's idea is nice. It would probably work well, too.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Panzerfausts
«
Reply #16 on:
July 04, 2009, 07:30:33 pm »
I don't care if its permanent or not, just needs to stop the running over.
Hey, it might be a reason to get that doctrine for tank hunters, and for people to use volks other than to recrew.
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DasNoob
EIR Veteran
Posts: 3430
Re: Panzerfausts
«
Reply #17 on:
July 04, 2009, 07:32:00 pm »
Meh, only PE need them. Make the PE one better than the WM.
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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
Warlight
Donator
Posts: 304
Re: Panzerfausts
«
Reply #18 on:
July 04, 2009, 08:12:54 pm »
You say thats "Alot" of infantry. wll Alot of that infantry is used to ill other infantry, Fausts on assault grens or KCH are at most a "O' Shit " button. I wouldn't rush assault grens at tanks to try to stun them unless they wer coming for me.
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spinn72
EIR Veteran
Posts: 1802
Re: Panzerfausts
«
Reply #19 on:
July 04, 2009, 08:19:50 pm »
Fausts are a defensive measure against tanks, if they attack you. They have a chance of really critting a tank too.
If you ever want fausts to be used more often, up the Damage slightly, maybe 15%. Most people use them in pairs and they should do around 70% of a schrek's damage with a chance to engine damage.
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