the ability should be 60 munition at the least. 15 mu is too cheap considering the faust alone cost 25 muntion.
I believe it's actually a measly 10 munitions.
Posts: 73
the ability should be 60 munition at the least. 15 mu is too cheap considering the faust alone cost 25 muntion.
Posts: 1124
Posts: 3602 | Subs: 1
Posts: 2066
I've noticed a pattern with people not getting your sarcasm :/
Posts: 8154 | Subs: 2
It seems I am forgetting important emoticons to make the sarcasm more obvious
Posts: 1323 | Subs: 1
I guess it goes in pair with USF not being able to plant stock mines.
Posts: 2066
If you are not using smilies then it's almost implied you are been serious around here. We have too many people who actually think like that
Posts: 1158
But M20 mines!
Posts: 1323 | Subs: 1
Sometimes I live and die by these mines!
The instant critical repair ability is something I don't use very often. I think on it's own, it is OP. However, in my experience there is rarely a time where I have a critical and have enough time to use this ability. Axis AT is pretty potent, so if there is AT around and I get a critical, the vehicle is lost. Using the ability in combat results in loss of the crew and an abandoned vehicle. Typically if I have time to use this ability, I almost always have time to repair it all the way. Also, almost every axis opponent I play against does not place vehicle mines, so criticals don't happen often. It's usually my misjudgement of faust range. Opponents will usually faust, just because they can, and typically can't finish the job (no followup attack). So with all that considered, not only do I think the ability is not OP, I don't even really think it's even relevant to balance. This is just my experience though. I don't play a lot of 1v1, so if it's being used in 1v1 or even 2v2 I wouldn't know.
Posts: 283
Also, almost every axis opponent I play against does not place vehicle mines, so criticals don't happen often.
Posts: 21
Posts: 4474
The ability is perfectly fine. You have to put it in perspective in the faction as a whole, and all the factions and how they interact with each other.so many thing are wrong (or biased ) here first of all at nade is same the as panzer faust, Sherman is better than p4 ,panther Is shit, pak is effective vs heavy tank but usf at gun may get ap round has more fire rate and more angle and crew repair is already unique crit cost almost nothing is not doctrinal and is Istant really just another free thing for usf ,and no the lack of late game is no longer an excuse thanks to Pershing ,Calliope,terminator vet and out pop cap
Panzerfausts have a higher chance to snare, are easier to hit and quicker to get off. AT nades have less chance to snare, are more difficult to hit, take longer to get off, or sometimes don't go off at all (Times out? Bug?).
Panzerschrecks are much more effective as a handheld AT weapon.
The Wehr AT gun is much more effective than the USF AT gun. Although the OKW rak is not that great, it is cheap and available at T0, while the USF AT is behind T1 which is barely accessed by most players.
USF tanks have little safety nets for their tanks with critical repair being the only actual ability that may be able to save their tanks in emergency situations. Although it may aid in an emergency, it takes a considerable amount of map awareness, micro, and luck to achieve successfully without losing the crew, having the tank destroyed or worst, have the tank stolen. The only exception being the M10 gets speed on vet.
Axis tanks are much more forgiving compared to USF tanks. They have higher armour and health. They get the blitz ability, and the smoke ability with a few doctrines. Both of which are simple click to save buttons.
Overall, the Axis tanks are much more survivable than the USF tanks, and have much more effective AT options over the course of an entire match. Putting it in that light, the repair critical seems much more tolerable or in fact required to balance tank survivability.
Posts: 1216
Posts: 8154 | Subs: 2
so many thing are wrong (or biased ) here first of all at nade is same the as panzer faust
Posts: 4474
yea but it s not like one is better than the other some have range other have higher deflect
Hmm nope ? They all do the same damage on pen (100), but have different pen, range and deflection values.
We have Gren Panzerfaust: which is also used by Falls. Avg 150 pen, 0.45 deflection, 30 range.
We have Volks faust: Avg 140 pen, 0.80 deflec, 20 range.
We have con AT nade: also used by Partisans/Tommies. No drop off 100 pen, 0.80 defection, 20 range.
We have Rifle At nade: also used by PF. 100 pen, 0.80 deflec, 30 range and min 5.
Not sure if this happens with Gren faust/Con AT nade as frequently, but i've issues with Volks faust/Rifle At nade firing (the bug on which u have to wait till the model that is set to fire, reloads and specially when that model dies and switches to another one).
No comment about both opinions on units as it's irrelevant. Superglue is OP (cost) and bugged (u just need a quick tap).
Posts: 556
Posts: 8154 | Subs: 2
yea but it s not like one is better than the other some have range other have higher deflect
Posts: 1220
Posts: 1304 | Subs: 13
its ook jesus or givme something more than paper jackson
Posts: 1954
251 | |||||
33 | |||||
28 | |||||
2 | |||||
2 | |||||
1 | |||||
1 | |||||
1 | |||||
1 |