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Author Topic: [Axis] Faust price  (Read 34592 times)
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nugnugx Offline
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« on: January 13, 2011, 04:56:55 pm »

Is Faust cooldown to low ? For the price you can get alot of fausts and cooldown under 1 minute makes 2 uses pretty strong vs tanks and lvs.

Imo the cooldown for the second use should go up for like 3-5 min, or maybe increase the price to reflect this ?
« Last Edit: January 15, 2011, 05:25:26 am by nugnugx » Logged

AmPM Offline
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« Reply #1 on: January 13, 2011, 06:05:18 pm »

That would be the purpose of Fausts....

On the other hand, I am interested in increasing the cooldown on stickies too while we are at it.

Same goes for Button. We should maintain the same ratio.
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lionel23 Offline
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« Reply #2 on: January 13, 2011, 06:46:41 pm »

I disagree, I honestly think the cooldown should be lower not high, especially insanely high at being 3-5 minutes just to fire the 2nd shot, would make it quite worthless for anything more than a 1 shot weapon. Either base or more doctrine abilities to reduce it cooldown timer.  It's a pretty handy weapon.
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Smokaz Offline
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« Reply #3 on: January 13, 2011, 06:47:44 pm »

I think faust should be increased in price, lose range and have a chance of engine damage (20-30%?)

Why? Cause Mirror balance is baller style.

No more crush, no more staghounds and t17s taking out squads in two seconds because wehr is the only faction with no prevention mechanic against close range vehicles and tanks crushing them and gaining their highest DPS possible because of the range they engage at.
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Jodomar Offline
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« Reply #4 on: January 13, 2011, 07:01:37 pm »

Lets not make faust completely useless.
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Spartan_Marine88 Offline
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« Reply #5 on: January 13, 2011, 07:12:10 pm »

Fixing shit that isn't broken makes shit terrible
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8thRifleRegiment Offline
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« Reply #6 on: January 13, 2011, 09:08:11 pm »

+1 ^ Fausts arent broken at at all. and its the really the only effective way Wehr can counter LV spam effectivly. its just nugx trying to make the allies more OP becuase 80% of the nerfs go to the axis
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spinn72 Offline
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« Reply #7 on: January 13, 2011, 09:09:12 pm »

How about we improve fausts so that if a vehicle goes out of range and the faust doesn't fire, you don't lose the faust? Or possibly disabling squads from attempting to fire your second faust if the lv leaves range, comes back then leaves again?! I'd pay 10 more MU per faust if this was fixed.
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Groundfire Offline
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« Reply #8 on: January 13, 2011, 09:16:48 pm »

I would like it so that the faust wasnt a 100% insta hit, but more of an expendable schreck projectile, with like 50% accuracy, the projectile speed of the faust and 0 scatter so that light vehicles wont be blown to bits by getting close to a PE/Volk blob.

This would be quite a nerf, but i think we would be able to leave the price at 35muni, and maybe add in some vehicle crits because it has the chance to miss.

Just pie in the sky stuff, dont rly have a problem with the faust atm. I deff. dont think the cooldown is that bad. Fausts should be a deterant and not your main AT. (which some use quite effectively)
« Last Edit: January 13, 2011, 09:21:18 pm by Groundfire » Logged

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AmPM Offline
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« Reply #9 on: January 13, 2011, 10:44:07 pm »

Only if we make the Sticky have to be thrown like the AT Nade.
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Spartan_Marine88 Offline
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« Reply #10 on: January 13, 2011, 10:47:37 pm »

I would like it so that the faust wasnt a 100% insta hit, but more of an expendable schreck projectile, with like 50% accuracy, the projectile speed of the faust and 0 scatter so that light vehicles wont be blown to bits by getting close to a PE/Volk blob.

This would be quite a nerf, but i think we would be able to leave the price at 35muni, and maybe add in some vehicle crits because it has the chance to miss.

Just pie in the sky stuff, dont rly have a problem with the faust atm. I deff. dont think the cooldown is that bad. Fausts should be a deterant and not your main AT. (which some use quite effectively)

only if the fausts went to unlimited usages
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Groundfire Offline
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« Reply #11 on: January 13, 2011, 10:54:01 pm »

Only if we make the Sticky have to be thrown like the AT Nade.

Only if it sticks tbh. Cheesy

Pffft, ive stated my position as not thinking a change is needed. It's a 35muni auto hitting, auto penetrating schreck shot in an environment of limited armor. The faust is a fucking deal.
« Last Edit: January 13, 2011, 10:56:05 pm by Groundfire » Logged
Tymathee Offline
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« Reply #12 on: January 14, 2011, 12:22:30 am »

 i'd only allow that smokaz if the update for the coh beta patch is implemented. if an at nade is thrown it wont pass thru tanks, so u can target past a tank and still hit it.

i still think that fausts cost too much. its easy to spam fausts but not so much so with stickies and fausts imo are much more useful cuz they're an easy hit weapon rather than stickies.
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AmPM Offline
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« Reply #13 on: January 14, 2011, 12:23:44 am »

TBH, if you get hit by a faust it's just as much your fault as if you got hit by a sticky.

See volks, back off, see animation, back off, waste PF use. Move in, kill volks.
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Groundfire Offline
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« Reply #14 on: January 14, 2011, 12:33:51 am »

TBH, if you get hit by a faust it's just as much your fault as if you got hit by a sticky.

See volks, back off, see animation, back off, waste PF use. Move in, kill volks.

You can kite a faust, AmPM? o_O

You must be some kind of super sayain. Mouse clicks and micro over 9000 and all that bullshit.
« Last Edit: January 14, 2011, 12:37:23 am by Groundfire » Logged
NightRain Offline
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« Reply #15 on: January 14, 2011, 01:03:24 am »

You can kite a faust, AmPM? o_O

You must be some kind of super sayain. Mouse clicks and micro over 9000 and all that bullshit.

Like AmPm said: If you get hit by it you were dumb. That's what US Army players say to Wehrmacht "Got hit by a sticky? Noob"

Either way Fausts aren't instahit weapons. They can miss their shot and they can ding. They always don't penetrate and always don't hit. I'd say Fausts are alright.
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smurfORnot Offline
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« Reply #16 on: January 14, 2011, 03:05:09 am »

nug made this post after someone in launcher who we played against said that faust are OP,that they have to big range,to little cooldown etc. lol

and yes,faust does hit quite a bit,but also has tendency to miss or hit obsticle if there are any in way,even though,not so often,so it isn't 100% hit weapon...
it has a bit of a chance do cause eng. dmg. if u hit tank in a butt,while he is 'low' on health...
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Unkn0wn Offline
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« Reply #17 on: January 14, 2011, 03:45:39 am »

You can kite a faust, AmPM? o_O

You must be some kind of super sayain. Mouse clicks and micro over 9000 and all that bullshit.

Sure you can, engage at longer ranges and move out of range when the faust animation goes off. It's definitely not that hard. A good player is not going to waste his faust on a target that is barely in range though. (And most players just run their vehicles right into the infantry for maximum damage)
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Mysthalin Offline
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« Reply #18 on: January 14, 2011, 04:03:53 am »

As a rather prominent faust user, I can tell you that you really don't need all that much skill, or micro over 9000 to dodge a faust - it's the reason why greyhounds and staghounds are so effective versus a volksgrenadier company : they can just kite the poor things to death.

However, dodging 3 fausts coming all from different directions is just a little bit more tricky.. Still doable(depending on how different the directions are and what tank you have).
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nugnugx Offline
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« Reply #19 on: January 14, 2011, 05:17:33 am »

Faust is too cheap for 2 uses - 30 mu for flat damage on a low cooldown, meaning you can equip every volk or fsjg , that's for sure.
It has a range that sticky gains at vet 2.
« Last Edit: January 14, 2011, 05:20:48 am by nugnugx » Logged
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