*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
December 02, 2024, 08:30:33 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] 2   Go Down
  Print  
Author Topic: PE Magnetic AT nades  (Read 4152 times)
0 Members and 1 Guest are viewing this topic.
NightRain Offline
EIR Veteran
Posts: 3908



« on: November 19, 2010, 06:08:57 am »

Heya, this Tier 3 unlock, does anyone use it?

I heard its like a regular sticky without engine dmg is it even worth it?
Logged

Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
brn4meplz Offline
Misinformation Officer
*
Posts: 6952


« Reply #1 on: November 19, 2010, 06:11:56 am »

It's 2 minutes of a vehicle slow at a bigger range then stickies. Also, no one knows you have them until you use them - Unlike stickies where everyone assumes you have them.

I can also tell you they are a tier 2 unlock in the Rework
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
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #2 on: November 19, 2010, 06:13:14 am »

It's 2 minutes of a vehicle slow at a bigger range then stickies. Also, no one knows you have them until you use them - Unlike stickies where everyone assumes you have them.

I can also tell you they are a tier 2 unlock in the Rework

is it 3 uses like sticky bomb or just 1?
Logged
brn4meplz Offline
Misinformation Officer
*
Posts: 6952


« Reply #3 on: November 19, 2010, 06:13:51 am »

Pretty sure it's 2 on a 30 second cooldown I think. Can't quite remember off the top of my head.
Logged
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #4 on: November 19, 2010, 06:15:29 am »

Pretty sure it's 2 on a 30 second cooldown I think. Can't quite remember off the top of my head.
Hmm a tier 3 that costs 3 points...can be bought for every 215 manpower squad...2 uses and 30 second cooldown and it costs 60 munitions. Ministicky bomb that is more expensive, idk doesn't sound attractive.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #5 on: November 19, 2010, 06:33:57 am »

Yes if u think about it like it's a sticky but it's not. It's longer range, no one thinks you have it until you use it and it'd be awesome to stop light vehicles from harassing ur infantry.
Logged

"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 Offline
The Inquisitor
*
Posts: 6904



« Reply #6 on: November 19, 2010, 06:36:13 am »

It's awesome, especially with the middle t4.
Logged

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.
brn4meplz Offline
Misinformation Officer
*
Posts: 6952


« Reply #7 on: November 19, 2010, 06:48:33 am »

I love mine with tank spam. nothing escapes
Logged
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #8 on: November 19, 2010, 09:30:15 am »

is it 3 uses like sticky bomb or just 1?

Sticky is only 2 unless your vet 2
Logged

Yes that's me, the special snowflake.
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #9 on: November 19, 2010, 09:31:31 am »

Why would you think that Vet 2 gives you an extra Sticky use?
Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #10 on: November 19, 2010, 09:39:20 am »

They also do full AT nades damage which is quite a lot actually. 150 IIRC
Logged

brn4meplz Offline
Misinformation Officer
*
Posts: 6952


« Reply #11 on: November 19, 2010, 10:09:41 am »

100-150
Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #12 on: November 19, 2010, 10:34:20 am »

In most cases you are better off just using Panzerfausts unlock instead.
Logged


.
.
.
.
.
.
.
.
.
.
.
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #13 on: November 19, 2010, 10:39:55 am »

In most cases you are better off just using Panzerfausts unlock instead.

Considering the TD panzerfaust has 15 range for some wierd reason - no you're not.
Logged

brn4meplz Offline
Misinformation Officer
*
Posts: 6952


« Reply #14 on: November 19, 2010, 10:41:44 am »

Except that the PE Fausts have a ability range of 20 as opposed to WM's 30.

Which is actually 1 range shorter then the Magnetic AT nades throw range. The More You Know!

Also Fausts more then likely won't exist in the rework because magnetic AT nades consume their role and place in the draft currently.
Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #15 on: November 19, 2010, 10:55:01 am »

Ah ok Brn, because for losing 1 range I will gladly pay 30mu less....

Do the Magnetics ever actually engine crit? I've used them before and just found them to be blah, I mean 60mu for a PFaust is basically what it is.
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #16 on: November 19, 2010, 10:56:50 am »

I've used it and actually had quite a lot of fun with it. Allies generally don't expect this and the temporarily damaged treads can really make a difference. I've had this shine especially against churchills and other heavies and pesky light vehicles.

That being said, like brn said, it's being turned into a T2 with the rework.


Comparing them to the faust would be silly, Magnetic AT grenades are primarily a perfect and considerably cheap infantry 'supplement' to your company's AT. They perform a 'supporting' role more than anything else. In comparison, Fausts are primarily a 'damage' dealing.
« Last Edit: November 19, 2010, 10:59:35 am by Unkn0wn » Logged
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #17 on: November 19, 2010, 11:00:50 am »

Ah ok Brn, because for losing 1 range I will gladly pay 30mu less....

Do the Magnetics ever actually engine crit? I've used them before and just found them to be blah, I mean 60mu for a PFaust is basically what it is.

There's also the two times longer wind-up for the panzerfaust, the longer wind-down, the fact you can't use panzerfausts from behind hedges/buildings, the fact panzerfausts can actually miss... Yeah, Magnetic AT nades > 20 range panzerfausts of failure.
Logged
CafeMilani Offline
Aloha
*
Posts: 2994



« Reply #18 on: November 19, 2010, 12:49:38 pm »

i totally disagree with maystalin in every point.
Logged

Tymathee Offline
Donator
*
Posts: 9741



« Reply #19 on: November 19, 2010, 02:28:56 pm »

 I'd take magnetic at nades, especially considering how much axis whine about stickies
Logged
Pages: [1] 2   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 0.058 seconds with 35 queries.