*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
December 01, 2024, 01:39:23 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2 3   Go Down
  Print  
Author Topic: Repair + Retreat  (Read 13084 times)
0 Members and 3 Guests are viewing this topic.
Lemures Offline
EIR Veteran
Posts: 137


« on: July 13, 2009, 07:12:25 pm »

I think vehicle retreats should be disabled while repair is active.

Too many times tanks sit on the edge of the map repairing with immunity safe in the knowledge they can hit withdraw should they come close to dying. Not only are they already in their own spawn, close to any buffed reinforcements and a High Risk place for anything sent to finish them off, they can withdraw at the bat of an eye while still under repairs.
« Last Edit: July 13, 2009, 07:14:10 pm by Lemures » Logged
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #1 on: July 13, 2009, 07:14:06 pm »

I think spawn buff should be disabled as well after 10 minutes, too many people abuse this to take on units they got outmaneuvred by to save priests/callies/hummels. You struggle all game against a priest or a calli, and finally you are able to retreat enough of their main combat line to sneak a panther or a clowncar up to their spawn, and behold it just sits there, spawns a upgunned sherman or a bar squad which proceeds to insta rape your units with spawn buffs while the arty piece lives.
« Last Edit: July 13, 2009, 08:13:01 pm by Smokaz » Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Lemures Offline
EIR Veteran
Posts: 137


« Reply #2 on: July 13, 2009, 07:16:59 pm »

I don't know about complete removal of immunity but every other part would be fine. I wouldn't want to go back to the days of tanks parked on spawn points instantly 'running over' infantry. They should have a chance to withdraw units already called to the field.
Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #3 on: July 13, 2009, 07:23:04 pm »

At the same time, infantry retreat should have a 10 second timer, so you can't run squads up to kill tanks and get them back out safely with retreat.

Also remove speed buff from the retreat.

That would make it fair on vehicles and infantry, neither could run away from a bad situation.

Logged


.
.
.
.
.
.
.
.
.
.
.
Lemures Offline
EIR Veteran
Posts: 137


« Reply #4 on: July 13, 2009, 07:24:23 pm »

Yes but retreat is the intention to leave the battlefield, where as sitting on the edge and repairing is with the whole hearted intention of coming back. Yet you can still withdraw.

I'm not against a timer on retreat though.
Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #5 on: July 13, 2009, 07:29:13 pm »

While true, its easy to get infantry out of a fight gone bad, much harder on tanks. In exchange, tanks repair (since AT weapons are so plentiful), but have to be able to drive away. This is where Button and Stickies come in.

Infantry basically always have a get out of jail free card, which is why you see so many vet 3 AT infantry out there. Run in, kill vehicles, retreat when you have to, free vet.
Logged
Lemures Offline
EIR Veteran
Posts: 137


« Reply #6 on: July 13, 2009, 07:33:44 pm »

My tanks and infantry usually die in flames of glory!....well actually..that's sugar coating it a bit. I think a timer on retreat would be enough to prevent get out of jail free plays.
Logged
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #7 on: July 13, 2009, 08:08:30 pm »

2 seconds maybe, 10 seconds is far too long...if you stumble into mp44 storms or cloaked falls with fg42s...that squad is dead even if you're looking at it and tell it to retreat the second they decloak.
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
gamesguy2 Offline
Honoured Member
*
Posts: 2238


« Reply #8 on: July 13, 2009, 08:19:21 pm »

At the same time, infantry retreat should have a 10 second timer, so you can't run squads up to kill tanks and get them back out safely with retreat.

Also remove speed buff from the retreat.

That would make it fair on vehicles and infantry, neither could run away from a bad situation.


« Last Edit: July 13, 2009, 08:28:28 pm by gamesguy2 » Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #9 on: July 13, 2009, 08:27:11 pm »

2 seconds maybe, 10 seconds is far too long...if you stumble into mp44 storms or cloaked falls with fg42s...that squad is dead even if you're looking at it and tell it to retreat the second they decloak.

Damn, a reason to use scouts and not just for line of sight, who would have thought.
Logged
CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #10 on: July 13, 2009, 08:35:54 pm »

I'm up for removing speed buffs, but not for the 10 secs retreat.
Logged
EIRRMod Offline
Administrator / Lead Developer
*
Posts: 11009



« Reply #11 on: July 13, 2009, 08:55:14 pm »

Ive actually thought about adding a timer to the 'Retreat' toggle option.

As in, after toggling, it only kicks in a minute later.

That wouldnt stop this, but would hamper it a little.
Logged

Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #12 on: July 13, 2009, 09:00:45 pm »

More things making infantry easier to keep and vet than vehicles eh?

Infantry needs to be harder to keep alive when you risk it too.
Logged
Illegal_Carrot Offline
Global Moderator
*
Posts: 1068


« Reply #13 on: July 13, 2009, 09:08:14 pm »

I've never had a problem with retreating vehicles, and no sort of penalty should be instated. If the enemy wants to repair in the safety of their spawn, rather than near the front, then they have to waste quite some time to get their (and even more if they've got engine damage). It's a trade off.

What about arty in the spawn? Many players leave their Priest/Callie in the spawn, ready to retreat at any sign of threat; it makes it near impossible to kill arty, that can come out to hit the enemy an infinite amount of times, vs repairing only once.

Logged

Quote
Rifle87654: Give me reward points.
Brn4meplz: I'm drunk.
gamesguy2 Offline
Honoured Member
*
Posts: 2238


« Reply #14 on: July 13, 2009, 09:12:58 pm »


What about arty in the spawn? Many players leave their Priest/Callie in the spawn, ready to retreat at any sign of threat; it makes it near impossible to kill arty, that can come out to hit the enemy an infinite amount of times, vs repairing only once.

Priests/Callies/Hummels aren't that difficult to kill in spawn.   Wait till the player is microing something and rocket arty it or use storms to one volley it.

For the hummel, I generally used M10s or airborne drops when it leaves spawn to fire.
Logged
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #15 on: July 13, 2009, 09:15:58 pm »

Spawn buff lending extra survivability to mobile arty pieces is the bigger issue out of two small ones, imo.

I've never seen people say infantry are too survivable before this thread. You can slow them, block them with tanks, in fact a sherman can indefinitely block a retreating grenader squad if you wish to. You can sticky/threadbreak tanks and block them and vehicles are generally faster than infantry even if infantry gets increased retreat speed. Tanks move faster on roads, wopidoo.

The spawn buff is intended to stop units from camping spawn at the beginning of the game right? So why does it last the entire game?
« Last Edit: July 13, 2009, 09:20:59 pm by Smokaz » Logged
CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #16 on: July 13, 2009, 09:28:59 pm »

I think, at the very least we should go with the op's idea of disabling Retreat while repairing. After risking a tank or some squads you would think you can at least kill it if it a sitting duck.
Logged
gamesguy2 Offline
Honoured Member
*
Posts: 2238


« Reply #17 on: July 13, 2009, 09:32:28 pm »

I think, at the very least we should go with the op's idea of disabling Retreat while repairing. After risking a tank or some squads you would think you can at least kill it if it a sitting duck.

Then repairs would be worthless on vet tanks.

All you need to do to kill a repairing tank that can't retreat is use recon/MI and drop V1/rocket arty/bombing run/105 offmap on it.

It would be really stupid.
Logged
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #18 on: July 13, 2009, 09:33:56 pm »

Disabling retreat while repairing is a silly idea, there's already enough downsides related to combat in relation to repairing with the new system, although some doctrinal stuff makes repairing less of a pain.
Logged
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #19 on: July 13, 2009, 09:40:37 pm »

Smokaz, I think you may be confusing the purpose of the arty line and the spawn buff...
Logged
Pages: [1] 2 3   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.074 seconds with 35 queries.