Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 27, 2024, 01:24:18 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
>
[Axis] Faust price
Pages: [
1
]
2
3
...
7
Go Down
Print
Author
Topic: [Axis] Faust price (Read 34809 times)
0 Members and 3 Guests are viewing this topic.
nugnugx
Donator
Posts: 4051
[Axis] Faust price
«
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
Community Mapper
Posts: 7978
Re: [Axis] Faust cooldown
«
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.
Logged
.
.
.
.
.
.
.
.
.
.
.
lionel23
Donator
Posts: 1854
Re: [Axis] Faust cooldown
«
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.
Logged
Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
Smokaz
Honoured Member
Posts: 11418
Re: [Axis] Faust cooldown
«
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.
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Jodomar
EIR Veteran
Posts: 734
Re: [Axis] Faust cooldown
«
Reply #4 on:
January 13, 2011, 07:01:37 pm »
Lets not make faust completely useless.
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: [Axis] Faust cooldown
«
Reply #5 on:
January 13, 2011, 07:12:10 pm »
Fixing shit that isn't broken makes shit terrible
Logged
Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: [Axis] Faust cooldown
«
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
Logged
I will never forget the rage we enduced together
Quote from: brn4meplz on March 08, 2013, 12:46:54 pm
Ohh Good, AmPm can pay in Doubloons.
spinn72
EIR Veteran
Posts: 1802
Re: [Axis] Faust cooldown
«
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.
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Axis] Faust cooldown
«
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
Latest Shoutcast:
EIRR Groundcast 11
"The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU
(full version)
AmPM
Community Mapper
Posts: 7978
Re: [Axis] Faust cooldown
«
Reply #9 on:
January 13, 2011, 10:44:07 pm »
Only if we make the Sticky have to be thrown like the AT Nade.
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: [Axis] Faust cooldown
«
Reply #10 on:
January 13, 2011, 10:47:37 pm »
Quote from: Groundfire 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)
only if the fausts went to unlimited usages
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Axis] Faust cooldown
«
Reply #11 on:
January 13, 2011, 10:54:01 pm »
Quote from: AmPM on January 13, 2011, 10:44:07 pm
Only if we make the Sticky have to be thrown like the AT Nade.
Only if it sticks tbh.
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
Donator
Posts: 9741
Re: [Axis] Faust cooldown
«
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.
Logged
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.
AmPM
Community Mapper
Posts: 7978
Re: [Axis] Faust cooldown
«
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.
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Axis] Faust cooldown
«
Reply #14 on:
January 14, 2011, 12:33:51 am »
Quote from: AmPM 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.
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
EIR Veteran
Posts: 3908
Re: [Axis] Faust cooldown
«
Reply #15 on:
January 14, 2011, 01:03:24 am »
Quote from: Groundfire on January 14, 2011, 12:33:51 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.
Logged
Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
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.
smurfORnot
EIR Veteran
Posts: 4715
Re: [Axis] Faust cooldown
«
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...
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [Axis] Faust cooldown
«
Reply #17 on:
January 14, 2011, 03:45:39 am »
Quote from: Groundfire on January 14, 2011, 12:33:51 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)
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: [Axis] Faust cooldown
«
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).
Logged
nugnugx
Donator
Posts: 4051
Re: [Axis] Faust cooldown
«
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
Pages: [
1
]
2
3
...
7
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...