- Make Faust an researchable upgrade, everyone can use them
- ammo required per shot, maybe 45?
- give it a 2 mins cooldown
- but NOT the silly homing ensnare that the Gren have
- damage/pen like panzerscreck, no engine crit, work like Fireflies Tulip
- late 1944 style
Removed screck? At least rework a viable Panzerfaust
26 Apr 2016, 06:00 AM
#1
Posts: 2779
26 Apr 2016, 06:35 AM
#2
Posts: 255
Interesting idea... How about, no?
26 Apr 2016, 06:37 AM
#3
Posts: 571
- 2 minute cooldown, so more than infiltration nade.
- 45 ammo per shot, on par with light gammon
- Not homing in a game where all tanks are speed boats
- Damage/ pen like Panzershreck, which means multiple hits must connect for a kill (At least 4-5+ for a Sherman)
Ahhahahahahhahahahahaha.
No
- 45 ammo per shot, on par with light gammon
- Not homing in a game where all tanks are speed boats
- Damage/ pen like Panzershreck, which means multiple hits must connect for a kill (At least 4-5+ for a Sherman)
Ahhahahahahhahahahahaha.
No
26 Apr 2016, 06:57 AM
#4
Posts: 194
He is being sarcastic...
Why don't give OKW a self-destruct count-down at game start, if u can't win at 5 mins, you lose
Why don't give OKW a self-destruct count-down at game start, if u can't win at 5 mins, you lose
26 Apr 2016, 06:58 AM
#5
Posts: 571
He is being sarcastic...
Why don't give OKW a self-destruct count-down at game start, if u can't win at 5 mins, you lose
No
Why even go that far?
The game should start with the base defense bunkers held by opposing troops
26 Apr 2016, 07:04 AM
#6
Posts: 255
Axis players taking this next patch pretty hard... Just smoke and flank I guess?
26 Apr 2016, 07:08 AM
#7
Posts: 17914 | Subs: 8
Axis players taking this next patch pretty hard... Just smoke and flank I guess?
Probably because of how it feels to them as not a single one of them played the mod already.
I'm surprised with that suggestion though as it would force early puppchen to fend off bren/M3/WC51.
6 May 2016, 02:28 AM
#8
Posts: 2779
Probably because of how it feels to them as not a single one of them played the mod already.
I'm surprised with that suggestion though as it would force early puppchen to fend off bren/M3/WC51.
Meanwhile I was busy spamming shells and torpedoes with my Tirpitz und die Schiffe der Kriegsmarine.
6 May 2016, 02:36 AM
#9
Posts: 1248
CoH2 is used to snares if you want no snares go back to coh1. It is exactly the way you want it
6 May 2016, 20:12 PM
#10
Posts: 1216
They re-added schrecks but put them in Sturms and didn't remove fausts.
IMO if they wanted to nerf AT infantry, they should have tried AT rifles + fausts. Maybe make it like StGs one upgrade, and AT rifles as another.
IMO if they wanted to nerf AT infantry, they should have tried AT rifles + fausts. Maybe make it like StGs one upgrade, and AT rifles as another.
6 May 2016, 20:47 PM
#11
Posts: 1484
OKW is more potent now with faust than ever before, so no.
6 May 2016, 20:55 PM
#12
55
Posts: 779 | Subs: 3
I was really surprised Volks didn't have fausts initially. With 6M panzerfausts produced, if you didn't have one by 1944, you couldn't get laid. Hell, I even have a panzerfaust under my pillow #MVGame
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