Satchel charges = the new ex-pack? -1 reply

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Beast of War

Born to kill

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28th May 2003

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#51 14 years ago

LoboBoys, can we agree that the satchels are not abused like the old ex-packs were?, I mean place them in flags to kill any enemy trying to cap it, germans placing 55 expacks in the Stalingrad riverside to whore the map and all that kind of exploits that you love to use?

Ok, next, I agree with Beast of War that the tanks were the real devil in WW2 but we must give chances to the infantery also to get some fun playing this game.

Listen, my mate Jackal is the perfect engineer and now in 0.65 he feels his life is more dangerous with the satchels, so i think its a positive change in terms of balance. An engineer still needs a lot of caution and clever play to win this contest.

Teamplay is the word, I will cry of hapiness when I see a tank with 3 support guys covering its ass and the tanker not trying to win the Indianapolis 500 miles ruining the cover of the crew.

I have nothing against the satchels, and the infantry AT weapons are pretty much what they were really capable of.

There is just too many of them in a map, for the germans regularly all the infantry players !

Right now not the infantry needs a chance, but a player in a tank ! Even if there are 3 infantry guys covering an advancing tank, can they stop panzerfausts shot from quitte some range from surrounding bushes that fill all of the map ? NO !

In most maps, tanks are now utterly useless.......in fact, you can only use them in open maps like deserts where they will not be shot by hidden infantry.

Again the problem is not the AT infantry weapons themselves, or even the map with bushes ( they are excellent maps ) but the amount of AT infantry.

What can you do with 2 or 3 tanks against 20 enemy players all with AT weapons and plenty of cover ? Nothing.....completely nothing......you are dead and you know it.

And saying "yes but the AT players are vulnerable to assault infantry" that might be true for the allies, but certainly not for the panzerfaust troopers that have a rifle. There really should be a limit on panzerfaust kits in those maps, be it a menu limit or pick up class.

As far as satchels go : at least they have to run toward the tank and that can be stopped by teamplay......nothing wrong with satchels.




Boeh

Sexeh like teh gizmo

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25th April 2007

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#52 14 years ago

Mkh, agreed. Just like in Finnwars when tank is hit by one molotov, lots of smoke and flames. Turret still works but tank is immobile.

Same thing should be with stronger tanks vs. mines, the tank doesn't blow up but tracks are destroyed.




Niles[DK]

GF makes me horny

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1st September 2004

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#53 14 years ago

Greetings !!

Is anyone finding the 10 sec satchel useful ?. Personally I think satchels are a good idea and seem more realistic than remote controlled expacks, but I don't see why we need to fill a slot with one that is rarely used (by me anyway). 2-3 mines would be better, maybe with some sort of activation delay, to prevent kamikaze stunts.




{SmB}IcelanDick

Ég tala ekki Íslensku

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12th June 2004

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#54 14 years ago
LoboBoys, can we agree that the satchels are not abused like the old ex-packs were?, I mean place them in flags to kill any enemy trying to cap it, germans placing 55 expacks in the Stalingrad riverside to whore the map and all that kind of exploits that you love to use? Ok, next, I agree with Beast of War that the tanks were the real devil in WW2 but we must give chances to the infantery also to get some fun playing this game. Listen, my mate Jackal is the perfect engineer and now in 0.65 he feels his life is more dangerous with the satchels, so i think its a positive change in terms of balance. An engineer still needs a lot of caution and clever play to win this contest. Teamplay is the word, I will cry of hapiness when I see a tank with 3 support guys covering its ass and the tanker not trying to win the Indianapolis 500 miles ruining the cover of the crew.

I'm on board with this. I've felt since day one that .65 could have been only for putting satchels in and taking expacs out and it would have enough. Some people fear change though.




sgt.monkfish

The Internet ends at GF

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8th August 2004

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#55 14 years ago

The fh team need to either put in a class limit or at least decrease the power of the satachal charge as so it can do nothing but disable the tank. I have found myself blown up so many times due to rouge engineers. I think the satachal charge is over powerfull. In fact far too powerfull. Most of the tanks in the game are destoyed by one satachal while most of the tanks in the game cant destoy each other with one hit. I think a combination of limiting classes, satachal charges and makeing them weaker is needed in order to balance the game out more. As it stands i have seen far too many rouge engineers just going up to a tank, placeing a charge and bang. While its a step in the right direction in terms of getting rid of ex packs. The satachal charge is vastly overpowerd. p.s I have not used the 10 second fuse version ever. Didnt tnt sort of have random fuses. You were not guanteed that it would go up when you wanted to and sometimes not even explode?




Lobo

All your base are belong to FH

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27th April 2003

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#56 14 years ago
Beast of War And saying "yes but the AT players are vulnerable to assault infantry" that might be true for the allies, but certainly not for the panzerfaust troopers that have a rifle. There really should be a limit on panzerfaust kits in those maps, be it a menu limit or pick up class.

I agree totally with this, I fear more as tanker the panzerfaust boys than the engineers, we are discussing about this issue and I suspect the overpowered german AT class has dark clouds in its future, maybe we will remove the rifle and give them 2 or 3 fausts, it was a light weapon and they carried more than one, the actual german AT class is way better than other countries AT classes and its infantery fighting habilities results in too many players fighting as AT, we don't want this.




CaseyTheBrash

Master of the Pop-n-Lock

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13th June 2004

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#57 14 years ago

You could just give the other AT guys a rifle. Bolt action, of course.




Lobo

All your base are belong to FH

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27th April 2003

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#58 14 years ago

Then you will see a full army of AT's runing out there, no way




sgt.monkfish

The Internet ends at GF

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8th August 2004

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#59 14 years ago

Just put a limit on the panzerfaust guys. The real situation was german troops did indeed carry a kar 98 and faust. The thought of german troops having more then one panzer faust scares me. Imgine 2 or 3 tanks around a german flag. They all spawn as AT. They miss, go to the next faust, fire, followed by a thrid one. Or....German is lying in the bushes...here comes 3 shermans up the road...fire first faust, BOOm..second faust..Boom..thrid...well you get the picture.

Please do not get rid of the german's kar 98 AT class. Just limit them. Iam sure you can limit that class.




Lobo

All your base are belong to FH

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27th April 2003

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#60 14 years ago

Well, the bazooka boys do exactly that, but well, we are discussing the different chances, nothing decided yet.