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Author Topic: Armor Doc and Repairs  (Read 3031 times)
0 Members and 1 Guest are viewing this topic.
Freek Offline
EIR Veteran
Posts: 218


« on: July 18, 2009, 06:54:40 pm »

So, if I buy
Field Repair ('Offmap' ability)
Crew Repairs
On-board Mechanics ('Offmap ability)

How many times can I repair a vehicle?
+onmap upgrade = 2x (repair upgrade per vehicle)
+Field Repairs = max offmap purchases allowed (how many is that?)
+On-board mechanics = just more Field repairs? (if so, how many more? if not, wth some1 please educate me?!!?)

= Say, 6 repairs, total?
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acker Offline
EIR Veteran
Posts: 2053


« Reply #1 on: July 18, 2009, 06:58:53 pm »

Field Repairs allows for a maximum of 3 uses if you pay 10 SP (one free use, two paid uses for 5 SP each).

OBM gives 2 Repairs for 1 Repair Kit. Crew Repairs also gives the Repair kit 2 uses. What that really means is that CR/OBM gives +1 Repairs over the normal kit, for a total of +3.


I think that's 3 Repairs, and 3 Field Repairs. Which is pretty substantial if you can keep your tanks alive. Zombie Tankers...but good luck keeping Medium/Light tanks/vehicles alive. Requires a lot of micro.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #2 on: July 19, 2009, 06:17:30 am »

Sherman's aren't that hard to keep alive to use their kit, unless a gung-ho panther comes along.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #3 on: July 19, 2009, 07:32:23 am »

I think Crew Repairs is getting scrapped.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #4 on: July 19, 2009, 07:56:47 am »

I think Crew Repairs is getting scrapped.

Ok. well then I have an ultimate T3 suggestion
Armoured Corps Infantry:
Riflemen now move 10% faster are 15% harder to suppress and
Special 100% bonus damage AP rounds are issued to AT guns and MGs 1 free use on all.
(stickies have 20% more range and 50% more damage) OR (Riflemen can buy bazookas for 40 MUN)

Change the one that gives m10s and m18s 25% more helath to:
Tank Hunters Elite
M10 and M18 recieve 20% faster turret rotation 25% more health, 50% more armour and 50% more penetration.

I know this might be a bit overkill but most of it is kinda nessesary for a T3 considering the other equivalents.

OR
Give armour doc a T3 offmap artillery:
Canadian support:
A barrage of 10 rapid fire shells from a Canadian priest battery rains down on the area. 1 free use max 2 or 3
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
FailHammer Offline
EIR Veteran
Posts: 312



« Reply #5 on: July 19, 2009, 10:41:59 am »

>SARC?
Logged

What, people flocking around to hijack a place on my balls on their ballride to victory and PEEPEES?
Im not pulling this out of my ass, you tinfoil hat prostitute.
"Holy shit puddin, you just critted him in the face"-joseph54
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #6 on: July 19, 2009, 12:00:17 pm »

screw something that helps rifles, give us something that helps shermans please...
Logged

1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #7 on: July 19, 2009, 12:21:25 pm »

Quote
Riflemen now move 10% faster
Imposible code wise.

Quote
are 15% harder to suppress

Useless.

Quote
Special 100% bonus damage AP rounds are issued to AT guns and MGs 1 free use on all.
(stickies have 20% more range and 50% more damage) OR (Riflemen can buy bazookas for 40 MUN)

I like your sarcasm.

Quote
M10 and M18 recieve 20% faster turret rotation 25% more health, 50% more armour and 50% more penetration.

Churchil armour M10s, woooo!

Quote
Canadian support:
A barrage of 10 rapid fire shells from a Canadian priest battery rains down on the area. 1 free use max 2 or 3

I can just imagine the wehr whinging OP while furiously defending their Rocket Arty off-map.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #8 on: July 19, 2009, 01:32:28 pm »

Quote
M10 and M18 recieve 20% faster turret rotation 25% more health, 50% more armour and 50% more penetration.

Churchil armour M10s, woooo!

Quote
Canadian support:
A barrage of 10 rapid fire shells from a Canadian priest battery rains down on the area. 1 free use max 2 or 3

I can just imagine the wehr whinging OP while furiously defending their Rocket Arty off-map.
Lol You don't rea;ize that the armour boost would barely reach shermans
and honestly the artillery would be about equal to the infantry arty only in sets of 2 shells with 5 volleys.

Tank Hunters Elite
M10 and M18 recieve 20% faster turret rotation 25% more health, 50% more armour and 50% more penetration.
What if we made it:
Reinforcements Supplies:
M18 and T17 get 25% faster turret rotaion, 50% penetration, and 25% more health. availability increased to 3.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #9 on: July 19, 2009, 02:00:41 pm »

How about something that allows tanks vehicles to (M18 Cloak) when in cover, with the ensuing First Strike bonuses? I'd love to see an ambushing Quad tear through some unsuspecting Luftwaffe squad...
« Last Edit: July 19, 2009, 02:05:04 pm by acker » Logged
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #10 on: July 19, 2009, 02:21:12 pm »

The quad's problem is it's accuracy, not it's penetration acker. It also only applies to the first shot fired, so the whole thing of an ambushing squad would be rather pointless other than the "FUCK YOU BITCH" factor.
Logged
acker Offline
EIR Veteran
Posts: 2053


« Reply #11 on: July 19, 2009, 02:40:14 pm »

True...

I guess that the normal First Strike bonuses wouldn't be good for the Quad. Something more like the Fallshirm First-Strike, except applied to the entire burst, would be better.
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