AT-Nades causing Engine DMG like 90% of the time
Posts: 158
and you could drive out of range. Tank rushes are therefore extremely dangerous for the agressor and cause a dull frontline at times , even tho you are ahead.
Posts: 17914 | Subs: 8
Quickly! Nerf soviet AT!
Panzerfaust got more penetration and is being shot at weaker armor, OP is
Posts: 369
Posts: 158
Posts: 17914 | Subs: 8
You want to rush with tanks? Use scouting first and move with infantry.
In ww2 tanks were defenseless against infantry in certain settings without infantry support, its not really different here.
And last but not least, you've completely lost any creditability by saying pfaust is weaker then AT nades.
If you're not complaining on balance here, then you're either stating the obvious with this thread and/or indeed seem like someone who does need L2P.
Posts: 627
Posts: 249
Posts: 84
The Panzerfaust is also more weak.
Please do continue, what else do you find too weak ?
Posts: 158
Yes faust does more damage and is prob better against light vehicles.
All im trying to say is the engine crits happen too often on at nades for my taste. This plus the nades following the vehicle around feels kind of ridiculous.
While as some of you point out they are vital to counter early vehicles , they do cripple the mid to lategame in sense of assaults. IMO they should be more like vCoh stickys, where when you drove out of range they would not follow you around and the animation was cancled and crits would not happen anytime
Posts: 308
Posts: 57
Katitof if all you plan to do here is attack me instead of contributing to a discussion stay away form this thread . once again im not asking for advice.
Yes faust does more damage and is prob better against light vehicles.
All im trying to say is the engine crits happen too often on at nades for my taste. This plus the nades following the vehicle around feels kind of ridiculous.
While as some of you point out they are vital to counter early vehicles , they do cripple the mid to lategame in sense of assaults. IMO they should be more like vCoh stickys, where when you drove out of range they would not follow you around and the animation was cancled and crits would not happen anytime
" All im trying to say is the engine crits happen too often on at nades for my taste. This plus the nades following the vehicle around feels kind of ridiculous. "
So does the Panzerfaust. It also follows you, and has better chance of damaging the engine.
Posts: 8154 | Subs: 2
Basically you are saying, nerf AT nades, leaves faust alone when they both mostly behave the same.
Posts: 2115 | Subs: 1
GOD FORBID, nerf! soviets op!!1
Posts: 1637
OMG, MY TIGUR GOT STOPPED BY ZET CUTE LITTLE AT GRENADE :<
GOD FORBID, nerf! soviets op!!1
I agree 100%. AT nades should just be a wasted fuel sink. They shouldnt do anything to German Steel. EVA!
Posts: 17914 | Subs: 8
I'm trying to see where are you coming from and see dead ends only as well as your lack of stats knowledge.
And you've only further cemented my assumption about you don't knowing much with yet another time with you thinking pfaust deal more damage. It doesn't, damage is same as AT nade, penetration is superior.
At AT nades and pfausts are fine, were fine for a year, will be fine for the following.
Posts: 4928
Well, coh1 sticky bombs not only has the chance to damage or destroy the engine, but it would actually do damage to the tank. They also had way more range than an at nade.
CoH1 sticky bombs required the animation to complete in order to throw, and the animation was cancelled whenever the target vehicle moved out of range. In CoH2 that doesn't matter, if you're in range for a picosecond, the AT Grenade will hit.
Posts: 692
Weaker than fausts in every way, and yet they are literally the only reason to keep those shit conscripts around
Posts: 158
Posts: 550 | Subs: 1
They are not weaker, maybe in terms of range and dmg . Mr. Someguy pretty much sums it up why they are so good . Fausts have an animation , which needs to be completed afaik.
Fausts behave exactly the same, they will follow the target and if that target was to leave the range, it will not break the animation as it did in coh1.
This is exactly what Mr. Someguy correctly stated. He hinted at nothing of the sort that there is any similar mechanic in place in coh2.
The only thing that was somewhat a caveat that fausts had(/have?) is that there was a slight chance (due to the straight line of the projectile) that it could hit an obstacle in the world. This was however very unlikely to happen.
Posts: 2053
They are not weaker, maybe in terms of range and dmg . Mr. Someguy pretty much sums it up why they are so good . Fausts have an animation , which needs to be completed afaik.
So having a longer range to be fired at, higher penetration, and no seperate research cost is inferior? You're crazy. Also, faust animation is only 0.7 seconds longer than the AT nade animation, but surely thats too long of a time to wait.
Livestreams
131 | |||||
58 | |||||
4 | |||||
189 | |||||
24 | |||||
19 | |||||
8 | |||||
6 | |||||
3 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.611220.735+5
- 3.34957.860+14
- 4.1110614.644+11
- 5.276108.719+27
- 6.306114.729+2
- 7.916405.693-2
- 8.262137.657+3
- 9.722440.621+4
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
7 posts in the last week
34 posts in the last month
Welcome our newest member, truvioll94
Most online: 2043 users on 29 Oct 2023, 01:04 AM