Both things are lame, only usefull when you want to slow other tank, but it deals no damage.
Hee's what i think should be done
- Panzerfaust damage 1.5 or 1.75 to AT nade (for example, AT nade deals 100 damage so fanzerfaust will deal 150/175 damage)
- Remove any kind of engine damages from panzerfaust
- Panzerfaust should have lesser range than AT nade
And now look at this, panzerfaust finally deals some damage and it's worth using it, AT nade is only to slow down german tanks
It's like Panzerfaust and Stickies in Coh1 which is a good idea IMO, that's how these weapons should look like
Panzerfaust vs AT nade
9 Jun 2013, 16:39 PM
#1
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Posts: 2807 | Subs: 6
9 Jun 2013, 16:42 PM
#2
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Posts: 74
Both things are lame, only usefull when you want to slow other tank, but it deals no damage.
Hee's what i think should be done
- Panzerfaust damage 1.5 or 1.75 to AT nade (for example, AT nade deals 100 damage so fanzerfaust will deal 150/175 damage)
- Remove any kind of engine damages from panzerfaust
- Panzerfaust should have lesser range than AT nade
And now look at this, panzerfaust finally deals some damage and it's worth using it, AT nade is only to slow down german tanks
It's like Panzerfaust and Stickies in Coh1 which is a good idea IMO, that's how these weapons should look like
+1
-Though I see no reason why faust range should be smaller?
-Also they still should give a damaged engine to light vehicles (i.e clown car)
9 Jun 2013, 21:37 PM
#3
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Posts: 79
Both things are lame, only usefull when you want to slow other tank, but it deals no damage.
Hee's what i think should be done
- Panzerfaust damage 1.5 or 1.75 to AT nade (for example, AT nade deals 100 damage so fanzerfaust will deal 150/175 damage)
- Remove any kind of engine damages from panzerfaust
- Panzerfaust should have lesser range than AT nade
And now look at this, panzerfaust finally deals some damage and it's worth using it, AT nade is only to slow down german tanks
It's like Panzerfaust and Stickies in Coh1 which is a good idea IMO, that's how these weapons should look like
This changes would be nice to see.
EDIT: Quoted wrong person

9 Jun 2013, 22:13 PM
#4

Posts: 2807 | Subs: 6
+1
-Though I see no reason why faust range should be smaller?
-Also they still should give a damaged engine to light vehicles (i.e clown car)
- Because Faust was a short range weapon and AT nade could be thrown farther than panzerfaust fired
- No, all engine damages should be removed, just like Panzerfaust in CoH1, never damage engine, good damage
9 Jun 2013, 22:24 PM
#5
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Posts: 74
I smell clown cars running riot
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9 Jun 2013, 22:42 PM
#6
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Posts: 144
but, i think panzerfaust need engine damage too.
because, engine damage of panzerfaust is the best way to prevent "T34 ramming".
because, engine damage of panzerfaust is the best way to prevent "T34 ramming".
9 Jun 2013, 23:15 PM
#7
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Posts: 255
It is, not sure why you used " ", if you removed the reliable engine damage then ram would need to be reworked,
If it does a lot of damage ie 80 to 90% of a m3 health that would be good but i think ti would be best if you have to research it first like the AT nade, a non researched good AT is just a little too silly, it requires no for thought from the german.
No need to worry about light armour, my gren already have a good ability to smash it straight away
If it does a lot of damage ie 80 to 90% of a m3 health that would be good but i think ti would be best if you have to research it first like the AT nade, a non researched good AT is just a little too silly, it requires no for thought from the german.
No need to worry about light armour, my gren already have a good ability to smash it straight away
9 Jun 2013, 23:42 PM
#8
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Posts: 2807 | Subs: 6
Ram ability should be removed, Panzerfaust should deal good damage
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