Login

russian armor

HOW is the faust now fixed YET!!!!

4 Mar 2016, 20:16 PM
#1
avatar of PITZburgKID

Posts: 9

Faust should not go threw houses, hedrows , super green cover , ect .. its amazing how this rocket is a homing missle and it goes threw all objects in game.. going on 10 years of the ability going threw all objects in game how are we all ok with this>???
4 Mar 2016, 20:18 PM
#2
4 Mar 2016, 20:19 PM
#3
avatar of Iron Emperor

Posts: 1653

Why is the USF rifle AT nade giong 600 yards before hit? Kappa
4 Mar 2016, 20:20 PM
#4
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

I've actually seen the Faust hit into houses that are in the way to their target, funnily enough.

Either way, I doubt they're going to change it and other like abilities, they'd have to boost up the range of it and other like abilities to compensate and frankly, it kinda makes the abilities rather unintuitive to use since the maximum range of them will never be enough against a microed vehicle so I can see why they did it.
4 Mar 2016, 20:29 PM
#5
avatar of EtherealDragon

Posts: 1890 | Subs: 1

I think its mostly an animation issue where the ability fires instantly when the Gren is in range but the animation take a while to catch up. It IS possible for fausts to snag on cover but its pretty rare.

Frankly its better this way because at least this way you can get some distance on your tank before the damaged engine procs. Anything else would mean nerfing snares, which isn't really worth it just to eliminate goofy snare visuals.

If you want to dodge fausts then don't get in range in the first place :thumb:
4 Mar 2016, 20:30 PM
#6
aaa
4 Mar 2016, 20:39 PM
#7
avatar of aaa

Posts: 1487

Nice to see it as a t0 purshaseable upgrade along rg.
4 Mar 2016, 20:43 PM
#8
avatar of BlackKorp

Posts: 974 | Subs: 2

playercard pls :o
4 Mar 2016, 20:46 PM
#9
avatar of Stafkeh
Patrion 14

Posts: 1006

My faust always lands 2m away of my grenadiers :guyokay:
4 Mar 2016, 21:28 PM
#10
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

First i thought this thread was about faust hitting the ground after firing but oh well...
4 Mar 2016, 21:51 PM
#11
avatar of __deleted__

Posts: 1225

Faust absolutely always should go through hedges and houses. And teller mines should actually always detonate. Which they don't. And this decides games. Ponder that.
4 Mar 2016, 21:52 PM
#12
avatar of Waegukin

Posts: 609

Your opponent gets close to your armor, you deserve to get fausted, I don't see the issue here.
4 Mar 2016, 22:00 PM
#13
avatar of Losttruppen

Posts: 63

jump backJump back to quoted post4 Mar 2016, 20:39 PMaaa
Nice to see it as a t0 purshaseable upgrade along rg.


Faust is a T1 upgrade when you build your T1 building. Osttruppen do not have fausts by default, only grens because they come from the building that unlocks them.

On topic, this is how all factions AT snares work, not just Ostheers.
4 Mar 2016, 23:36 PM
#14
avatar of PanzerGeneralForever

Posts: 1072

jump backJump back to quoted post4 Mar 2016, 20:39 PMaaa
Nice to see it as a t0 purshaseable upgrade along rg.


Its a t1 upgrade FYI and might I remind you cons have t0 sprint. Riflemen have t0 snare too with vet 1. Brits have non doc sandbags and trenches. Ostheer is only faction that can't make sandbags even with commanders.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

1090 users are online: 1 member and 1089 guests
aerafield
1 post in the last 24h
10 posts in the last week
27 posts in the last month
Registered members: 50004
Welcome our newest member, Abtik Services
Most online: 2043 users on 29 Oct 2023, 01:04 AM