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[Axis] Faust price
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Topic: [Axis] Faust price (Read 34537 times)
0 Members and 3 Guests are viewing this topic.
nugnugx
Donator
Posts: 4051
Re: [Axis] Faust cooldown
«
Reply #40 on:
January 14, 2011, 11:23:06 am »
Quote from: Smokaz on January 14, 2011, 11:11:43 am
I would have bought shreks if you didnt have canister.. but woops you had, gibbing vet 3 volks from half a mile a way.. proud, officer?
That's history now,
problem, officer ?
Logged
LeoPhone
Honoured Member
Posts: 0
Re: [Axis] Faust cooldown
«
Reply #41 on:
January 14, 2011, 11:34:41 am »
what smokaz said is completely correct tbh. allies spam LVs and canister -> axis dont buy schreck anymore.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: [Axis] Faust cooldown
«
Reply #42 on:
January 14, 2011, 11:38:53 am »
it's strange that things like AW and canister shot on staghounds can go in, but we can't add a simple thing like a sticky-like upgrade for wehr, we add a 6 pounder to british but leave them with 100% vcoh button balanced around no mobile at gun and a very late AT tank, we add HE rounds to armor that can wipe out a squad in one or two shots, yet we can't have stuff like zeal and ferocity in.. so yeah, problem officer.
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SlippedHerTheBigOne: big penis puma
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nugnugx
Donator
Posts: 4051
Re: [Axis] Faust cooldown
«
Reply #43 on:
January 14, 2011, 11:42:18 am »
Quote from: LeoPhone on January 14, 2011, 11:34:41 am
what smokaz said is completely correct tbh. allies spam LVs and canister -> axis dont buy schreck anymore.
canister is gone from stag and stuart is too fragile to have a 80mu canister on it, stag has been nerfed and rest lvs die insta fast.
Axis dont buy shrecks anymore because why would you buy a 120 mu shreck if you can for the same price buy 4 fausts which you can equip on 4 squads which give you 8 faust uses.
4 shrecks is 480mu for 480 mu you can buy 16 fausts (32 uses, not counting vet +1) and equip your whole company and STILL be left with MU for paks/50mm hts/shrecks
Quote
so yeah, problem officer.
Officer, i ain't the one making doctrines.
«
Last Edit: January 14, 2011, 11:44:01 am by nugnugx
»
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: [Axis] Faust cooldown
«
Reply #44 on:
January 14, 2011, 11:43:34 am »
smokaz is completly correct.
well in my opinion anyways.
Logged
Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
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Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
smurfORnot
EIR Veteran
Posts: 4715
Re: [Axis] Faust cooldown
«
Reply #45 on:
January 14, 2011, 11:45:31 am »
in vcoh,allies are stronger in begining,while in late game wehr becomes better to due the veterancy they can unlock,since here wehr doesnt have veterancy (I am not talking about xp veterancy),arent they a bit behind allies in that aspect?
Logged
smurfORnot
EIR Veteran
Posts: 4715
Re: [Axis] Faust cooldown
«
Reply #46 on:
January 14, 2011, 11:47:31 am »
Quote
for 480 mu you can buy 16 fausts
and u need to have 16 volks in company for that,and I dont think that normal company will go for that many volks,unless it's volk sturm...
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Smokaz
Honoured Member
Posts: 11418
Re: [Axis] Faust cooldown
«
Reply #47 on:
January 14, 2011, 11:47:47 am »
i can't say for sure but its a hell of a lot more likely that I could have rectified a lot of stuff if I was a) able to force coders to do something they did not want to b) was a coder myself
rgd's dont seem so hard to get into, i just dont know where to start
we can just hope that they read what we discuss and find it convincing, one thing is for sure that is that EIRR could benefit from a larger team of RGD coders
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nugnugx
Donator
Posts: 4051
Re: [Axis] Faust cooldown
«
Reply #48 on:
January 14, 2011, 11:48:11 am »
Quote from: smurfORnot on January 14, 2011, 11:47:31 am
and u need to have 16 volks in company for that,and I dont think that normal company will go for that many volks,unless it's volk sturm...
mysthalin where are you ?
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LeoPhone
Honoured Member
Posts: 0
Re: [Axis] Faust cooldown
«
Reply #49 on:
January 14, 2011, 11:56:47 am »
Quote from: smurfORnot on January 14, 2011, 11:47:31 am
and u need to have 16 volks in company for that,and I dont think that normal company will go for that many volks,unless it's volk sturm...
-
«
Last Edit: January 14, 2011, 12:36:30 pm by LeoPhone
»
Logged
smurfORnot
EIR Veteran
Posts: 4715
Re: [Axis] Faust cooldown
«
Reply #50 on:
January 14, 2011, 12:03:40 pm »
Quote
4 shrecks is 480mu for 480 mu you can buy 16 fausts (32 uses, not counting vet +1)
you need 16 volks for that if my math is correct.
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LeoPhone
Honoured Member
Posts: 0
Re: [Axis] Faust cooldown
«
Reply #51 on:
January 14, 2011, 12:38:31 pm »
ugh, plz quote the full message instead of only parts of it. so its 32 fausts, not 16.
Logged
smurfORnot
EIR Veteran
Posts: 4715
Re: [Axis] Faust cooldown
«
Reply #52 on:
January 14, 2011, 12:49:58 pm »
well,I presume that people will read whole discussion,and that there is no need to quote whole message,but I can do that.
Logged
Tymathee
Donator
Posts: 9741
Re: [Axis] Faust cooldown
«
Reply #53 on:
January 14, 2011, 03:27:14 pm »
Just like someone said earlier, the issue is the cheapness and the fact that it has 100% penetration and the only things it can't penetration 100% are Pershings and Panthers. Even Stickies get nerfed if you buy skirts by 50% yet there is no nerf for Fausts. They do 75 dmg and 35 range, while the stickie does 150-100 dmg and 17 range.
Also because of the larger range, a lot of times if you do notice you will get fausted, you're well within the target range and it's hard to get away.
They also get damage buffs vs a lot of vehicles which can have their damage from anywhere around 93.75 to over 150 (this is mainly against axis tanks which i find awkward).
They can also be used against weapon teams and infantry unlike the sticky. They actually work very well against things like hmgs and mortars and at guns which only the at gun a sticky can harm.
So, the main issue with fausts is the cheapness. You can easily buy a lot of them at 30 mu even if you get one use, if you spam enough of them you can do some real damage and never be without AT ever.
Now, with Stickies you have to get close and a lot of times you're throwing it at max range and a lot of times you're sacrificing at least half a squad if not the whole squad just to throw it if you aren't throwing it "over" something.
My proposal is this. 50mu for each and 2 uses for each with no vet 2 buffs. This way you can keep everything else the same and yes you can still spam fausts cuz 50 for 2 is cheaper than 30 for 1 but you're sacrificing a lot more mu to spam them. so if you want to have them on 10 volks is more expensive (500 mu) than it was for having them on 16 (480)
each still remains useful and you never really get a chance to use more than 2 fausts or stickies anyway imo.
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.
Mysthalin
Tired King of Stats
Posts: 9028
Re: [Axis] Faust cooldown
«
Reply #54 on:
January 14, 2011, 04:05:24 pm »
The Mysthalinic Doctrine of Warfare : Cheapskates.
1 pak costs 120 munitions.
These 120 munitions could instead be invested in 4 upgrades of 2 fausts each on 4 squads of volksgrenadiers. The Pak can deal 115 damage every 4 seconds, the volks can dish out 400-530 damage every 40 seconds. Does the pak deal more damage per second, is longer range and is less popcap? Yes. But... How often do you really need consistent damage? The quadruple faust will surely kill most vehicles, and force a withdrawal on any tank. Will the prospect of perhaps being hit once or twice by a pak on the way into circling it deter a tank? Nope. That's why volks are better in this designated role.
If I lose the pak - I lose 120 munitions, and the pak can not do anything except fight tanks.
If I lose a volksgrenadier with a panzerfaust, I lose 30 munitions, and the volks guys can do whatever they like when they are not fighting tanks with panzerfausts (I.E - cap, pretend to be useful vs enemy infantry etc.)
I literally do not care if I lose a volksgrenadier with a faust. I got 20 more where that came from. And when I'm out of those, I'll bring out a million stugs. You can't hope to lose if you can't hope to ever run out of stuff.
Logged
DarkSoldierX
EIR Veteran
Posts: 3015
Re: [Axis] Faust cooldown
«
Reply #55 on:
January 14, 2011, 05:39:09 pm »
50 mun for a faust is way too much O_O, Im fine with 35 mun but not much more than that
A sticky is MUCH MUCH better. A faust usualy is not the weapon that kills a M8 or a sherman for me, it just weakens it so my marder may kill it just barley before it is strafed and raped.
If I had a sticky, even with the lesser range it be better. That sherman is now uncapable of strafing my marder.
1 Sticky would be better than 2 faust use's.
Logged
Quote from: nugnugx on June 03, 2011, 11:42:22 am
two words
atgs and fireflies
Looks who's butthurt
Quote from: BigDick on January 08, 2012, 06:47:44 am
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear
Illegal_Carrot
Global Moderator
Posts: 1068
Re: [Axis] Faust cooldown
«
Reply #56 on:
January 14, 2011, 05:46:50 pm »
Quote from: Tymathee on January 14, 2011, 03:27:14 pm
cuz 50 for 2 is cheaper than 30 for 1
Fausts are 30 for 2 uses (3 at vet 2). That's 10-15 per.
Logged
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Rifle87654: Give me reward points.
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Tymathee
Donator
Posts: 9741
Re: [Axis] Faust cooldown
«
Reply #57 on:
January 14, 2011, 05:53:27 pm »
Quote from: DarkSoldierX on January 14, 2011, 05:39:09 pm
50 mun for a faust is way too much O_O, Im fine with 35 mun but not much more than that
A sticky is MUCH MUCH better. A faust usualy is not the weapon that kills a M8 or a sherman for me, it just weakens it so my marder may kill it just barley before it is strafed and raped.
If I had a sticky, even with the lesser range it be better. That sherman is now uncapable of strafing my marder.
1 Sticky would be better than 2 faust use's.
yes, a sticky hitting is a lot better than faust damage BUT it's easier to hit with a faust and you can target more than just vehicle. You can use them on infantry, support weapons, vehicles and even houses. I've used a faust barrage to take out an hmg in a house.
Quote from: Illegal_Carrot on January 14, 2011, 05:46:50 pm
Fausts are 30 for 2 uses (3 at vet 2). That's 10-15 per.
looking at the rgds, its 1 use and u get another at vet 2. and i also know this from having my own volk sturm company.
«
Last Edit: January 14, 2011, 05:57:30 pm by Tymathee
»
Logged
DarkSoldierX
EIR Veteran
Posts: 3015
Re: [Axis] Faust cooldown
«
Reply #58 on:
January 14, 2011, 06:09:03 pm »
Mah fallschrims dont get extra faust
I refuse to pay more than 35 mun for fallschrimjaeger faust as they are weak vs tanks, expensive 4 man lowish hp soldier armour squad is not the ideal platform to be engaging shermans with, but a 5 man cheap riflemen or volk can with alot less regret, When I loose a man to a sherman I loose 30 mun if they have a FG42/Riflenade for every man lost, while volks can loose a MP40 and riflemen it would be just a plain old bolt action due to bars not being lost until later.
Logged
lionel23
Donator
Posts: 1854
Re: [Axis] Faust cooldown
«
Reply #59 on:
January 14, 2011, 06:23:55 pm »
Quote from: Tymathee on January 14, 2011, 05:53:27 pm
looking at the rgds, its 1 use and u get another at vet 2. and i also know this from having my own volk sturm company.
That is incorrect, i don't know what you're looking at Tym but it's 30 MU for 2 uses, 3 uses with vet 2. I know since I run a 30+ squad of volks and every squad gets two shots and I destroy armor, ATGs, and LVs with this company.
Logged
Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
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