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Topic: Repairs (Read 1691 times)
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RikiRude
Donator
Posts: 4376
Repairs
«
on:
January 05, 2012, 08:59:43 pm »
Instead of high jacking the other thread i thought id make my own.
each kit repairs x amount of damage. and we have what, light, med, heavy, superheavy repairs.
but we really need 6-8 types. why does one unit heal 100% and another only heals 75%?
obviously i dont think we need a repair kit for every unit, but we need some consistency.
there are units that have medium repair kits that could use heavy repair kits. mostly some lvs.
and then a unit like the KT it only heals about 70%, it's just so annoying you pull a unit back to repair, only to find you still have something wrong with it.
alternatively it would be cool if there were only small, medium, and heavy repair kits, and you were limited to the amount of repairs you could get. but then again this could possibly make things like mines and stickies not as potent since the vehicle could easily repair that damage.
either way being able to stop a repair would be cool as unknown had said has been considered, but only if you lose the repair after that.
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
DarkSoldierX
EIR Veteran
Posts: 3015
Re: Repairs
«
Reply #1 on:
January 05, 2012, 09:20:12 pm »
Repairs seem fine for me.
If you have more HP for your class you should need a tiny bit more repair.
I havn't had a crit issue in a long time. In general you know your going to repair roughly 60% of your tank, so just repair when you get to 40%
Try to calculate doctrinal effects yourself.
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Quote from: nugnugx on June 03, 2011, 11:42:22 am
two words
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Looks who's butthurt
Quote from: BigDick on January 08, 2012, 06:47:44 am
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Repairs
«
Reply #2 on:
January 05, 2012, 11:40:05 pm »
Honestly riki when it comes down to the crit issue, its really easy to avoid. And thats try to repair at 10-15% don't wait for a 5% blown engine tank or you will almost guaranteed by stuck with a full health slug
Also if your KT gets engine blown, you might as well accept its death, move up as much stuff to support the OMG KT rush that will happen, and it might even win you the game
«
Last Edit: January 05, 2012, 11:41:49 pm by Spartan_Marine88
»
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Repairs
«
Reply #3 on:
January 06, 2012, 01:17:45 am »
Currently. If you take a Critical in a range of Health, that critical will only repair when that range is exceeded. For instance Green health is from 100% to 40%. If you take a critical in that range it won;t repair until your tank hits 100%.
If you take a critical in Red, 10% or less, then it will repair rather quickly.
If however you take a Engine damage in Green and let the tank fall into Red... Well that Critical won;t go away until you are 100%.
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He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
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the pussy of a prostitute is not tight enough for destroy a condom
RikiRude
Donator
Posts: 4376
Re: Repairs
«
Reply #4 on:
January 06, 2012, 01:26:54 am »
i was making this topic in hopes it would stop the other thread from being derailed, and it didnt help at all.
thats very informative brn i myself didnt know that.
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