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Author Topic: How does vehicle repair criticals again?  (Read 5936 times)
0 Members and 2 Guests are viewing this topic.
Derrican Offline
EIR Regular
Posts: 23


« on: October 05, 2009, 10:10:21 am »

I heard that criticals get repaired at 5%, 40% and 100% HP. Waiting for my tank to get down to less than 40%, hit repair kit, but the critical never got repaired.

Just how the heck do you fix critical damage? It's really ridiculous to wait so long to repair and the critical doesn't get removed, especially since how easy it is to get a critical with vet 2 long range stickies.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #1 on: October 05, 2009, 10:15:31 am »

If you take critical damage in the green bar of health, it usually repairs at the top of the greenbar of health.

if you take critical damage in the yellow bar of health it will repair at the top of the yellow bar.

red, same.

so if you take engine damage at the bottom of the green bar, and get all the way to red damage, that engine damage will not repair till the green health is full.

if you take engine damage in the red bar and repair it will repair the engine damage when the red bar is full and moves to orange.

as far as I have always understood it.
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Derrican Offline
EIR Regular
Posts: 23


« Reply #2 on: October 05, 2009, 10:20:00 am »

so if you take engine damage at the bottom of the green bar, and get all the way to red damage, that engine damage will not repair till the green health is full.

...as far as I have always understood it.

Ou, that's crazy. So if you hit a mine at 100% hp, then take damage to say 5%, and repair till 99%, the engine damage remains.

This is severely punishing to tanks with a lot of HP.

Can anything be coded to make fixing criticals more reliable? Or just make a super heavy repair kit that costs more munitions but will fix a tank up to full health?
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #3 on: October 05, 2009, 10:21:18 am »

What if you made every 1% a critical repair, or at least every 10 or 25%.
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Hicks359
Guest
« Reply #4 on: October 05, 2009, 10:22:09 am »

Would be good if repairs filled a vehicle to full health anyhow... Due to the fact that as far as i know it, specifically repairing criticals is a total bitch to code, IF it can be done.

Oh, and i didnt know most of that about repairs btw, i never knew the exact values that criticals were repaired, i simply crossed my fingers.

You learn something new every day. Tongue
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #5 on: October 05, 2009, 03:09:44 pm »

May i point out that the ehalth bar is ALWAYS green?
Nobody has pixel-vision and supermath to calculate the exact percentage.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #6 on: October 05, 2009, 03:43:27 pm »

yeah i think all crits should be repaired if the vehicle is above 80% health.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #7 on: October 05, 2009, 04:31:16 pm »

Yea, would be nice if when you ewre in red and yellow health it'd actually show it lol
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Todlichpanther3 Offline
EIR Regular
Posts: 12


« Reply #8 on: October 05, 2009, 10:22:19 pm »

I have noticed several times that tanks do not  always repair damaged components while repairing.  This needs to be fixed imo.
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VERTIGGO Offline
EIR Veteran
Posts: 392



« Reply #9 on: October 07, 2009, 05:57:39 am »

This is definitely an issue. In my experience, the worst victim of this is the Panzer IV. I've had maybe a dozen repaired and still have damaged engines. Oddly enough the Panther seems to have less trouble, maybe the P4 just isn't repairing long enough? It seems like anything less than 25% HP and the P4 can't even fix itself all the way...
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #10 on: October 07, 2009, 06:08:53 am »

Tell Relic to fix it, we can't.
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Derrican Offline
EIR Regular
Posts: 23


« Reply #11 on: October 07, 2009, 06:30:00 am »

Tell Relic to fix it, we can't.

Why not give all vehicles a 2nd repair kit option that gives full repairs but costs 30% more munitions or something.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #12 on: October 07, 2009, 06:40:31 am »

Quote
Why not give all vehicles a 2nd repair kit option that gives full repairs but costs 30% more munitions or something.

Buy German Engineering/OBM.
Take half damage.
Go crushinator(OBM) or Mobile Bunker(GE), taking damage and going back to heal up to an acceptably "survivable" rate for the rest of the game.
= Exploitable beyond belief to attain endless repairs.

The worst victim of it is not the Panzer IV, but the puma which only heals up 60 percent with it's repair kit.
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Derrican Offline
EIR Regular
Posts: 23


« Reply #13 on: October 07, 2009, 07:47:26 am »

Quote
Why not give all vehicles a 2nd repair kit option that gives full repairs but costs 30% more munitions or something.

Buy German Engineering/OBM.
Take half damage.
Go crushinator(OBM) or Mobile Bunker(GE), taking damage and going back to heal up to an acceptably "survivable" rate for the rest of the game.
= Exploitable beyond belief to attain endless repairs.

That's not a big issue if you give it some thought. Medium tanks have what, 600 hp? Just make the Full repair kit repair 700 for medium tanks, 1000 for heavy tanks. KT, Jagd and Churchill crocodile don't get OBM or GE so the extra health repair isn't an issue.
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IJustDontCare Offline
EIR Veteran
Posts: 315



« Reply #14 on: October 07, 2009, 08:28:20 am »

better repair system........
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #15 on: October 07, 2009, 10:47:33 am »

Tiger has 1084 health. Pershing has 990. Add in veterancy, and...
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #16 on: October 07, 2009, 11:29:56 am »

better repair system........

You like repair bunkers dont you, shananigins?   Grin

(Actually, I do too, much more than buyable repairs, but i feel that no amount of bitching to the devs will bring that back.)
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #17 on: October 07, 2009, 12:17:47 pm »

Yeah..... I agree it's fun to have 4 repair bunkers to insta repair your stug blob... but...
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #18 on: October 07, 2009, 12:40:34 pm »

...it would be 440 munitions ;-). I tested once 4 RBs + 4 pios, was fail tough, since you have to much useless pop.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #19 on: October 07, 2009, 12:43:33 pm »

...it would be 440 munitions ;-). I tested once 4 RBs + 4 pios, was fail tough, since you have to much useless pop.

And yet people cried about it
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