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Poll
Question: should repair kits fix crit damages? (apparently, in order for repair kits to fix all crit damage, it would require repair kits to repair unit to 100% health)
repair kit should fix damaged crits and repair back to 100% health - 12 (54.5%)
repair kit should not fix damaged crits and is fine as is - 10 (45.5%)
Total Voters: 22

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Author Topic: repair kits  (Read 5623 times)
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IIPraeToriaNII Offline
EIR Veteran
Posts: 121


« on: October 23, 2009, 02:58:23 pm »

the problem is repair kits not doing their designated job, and wasting on field time, pop, purchased repair kit, mun/mp/fu, etc...

for example:

tank is engine damaged and takes 2 minutes to move back to spawn to repair.
tank uses repair kit at spawn with no enemies attacking it.
tank takes 2min to use repair kit, and when repair kit is done engine is still damaged.
wasting x amount of time and resources.
it would take another 2min to get tank back to battle damaged and less efficient, wasting even more time and resources.
repair kit did not do its job in repairing tank to a usable state, thus tank remains an un-repaired liability wasting x amount of time and resources.
if its the tanks barrel instead of engine damage, it remains even more useless and a waste of x amount of time and resources.
repair kit did not do its designated job in repairing the tank.
i think in order to fix this, repair kits need to repair to 100%

have at it...


edit for clarification:    a repair kit should equal 100% of the tanks health to stop the crit damage repair problems,
                               not repair continuously until the tank is 100% healed.
                               tank = 1000hp, repair kit = 1000hp
                             
« Last Edit: October 23, 2009, 05:41:16 pm by IIPraeToriaNII » Logged

fuck off...
Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #1 on: October 23, 2009, 03:56:54 pm »

There was very similiar thread started yesterday.

I think quote from that thread will show you that it will create possibility to abuse this system.

If health kits always repaired to full health, I'd just go German Engineering, purposefull get a tiger damaged to half health, and then begin repairing infinitely. I'm sure many people would do the same, so how about no? Lawnmower infinite repair shermans would also be too much fun.



It's fine as it is now IMO.

Also about cricital repairs, it's just hardcoded in CoH engine, so there is not much to do about it.
« Last Edit: October 23, 2009, 04:02:17 pm by Draken » Logged
IIPraeToriaNII Offline
EIR Veteran
Posts: 121


« Reply #2 on: October 23, 2009, 04:40:49 pm »

do you guys know what 'infinite' means?
how do you infinitely repair?
im having trouble following your guys train of thought.
this isnt about doctrines either, its about the repair kits everyone can buy and use, a core aspect of the game.
"possiblility to abuse the system"...? how? just tweak the doctrines if thats what is being referred to,
which should come after core mechanics (such as fixing pak retreat crap).
Logged
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #3 on: October 23, 2009, 04:49:15 pm »

prae..if the repair kits are coded to repair til the tank has full health, then as long as you get shot once in awhile while repairing, the repair will continue, hence infinite repairing...
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
von_Luchs Offline
EIR Veteran
Posts: 60


« Reply #4 on: October 23, 2009, 05:11:12 pm »

Could repair be on a timer such that if the tank was at 1% health it could back to 100%, but if it got shot at during repair it would just stop when the timer ran out, that way avoiding the whole repairing forever scenario?
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IIPraeToriaNII Offline
EIR Veteran
Posts: 121


« Reply #5 on: October 23, 2009, 05:18:45 pm »

it seems to me when tanks are repairing and taking damage during the repair process, that damage is taken off and the final repaired health percentage is lower than it would have been had it not been being attacked.

so a half damaged tank that should repair to full health if not being attacked, yet a tank being dealt attack damage while repairing will not repair to full health but stops repairing when the required repair-kit/tank hit points are used up if it survives.

german engineering and field repairs dont seem to fit very well in this mod to begin with, moving, repairing and shooting, but those are doctrine choices anyway, and i thought doctrines were being re-worked...

so everyone has borked repair kits for the sake of 2 doctrine abilities and the possibility of the DOCTRINE ABILITIES being abused?
sounds like the exception is greater than the rule...

thats why core mechanics should have priority over doctrines, shine, appeal, special abilities, goodies, cookies and punch...
and the repair kit is a core mechanic...

whats to stop the german engineered tiger from doing that now anyway? a few hundred less hp repair kit...
i wasnt saying that the repair kit should repair until, no matter what damage is dealt, the tank has full health...

but rather, all i see that needs to be done is; tank(a) = 1000hp(100%), repair kit = 1000hp(100%)
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puddin Offline
EIR Veteran
Posts: 1701



« Reply #6 on: October 23, 2009, 05:22:31 pm »

Von then Repair kits for GErman steel would have to be different, along with For the fatherland giving more health to all those tanks and different for every single enicle.tank in the game...  

Currently.. If your dumb enoguh to get stikied early and then not Repair the critical, your an idiot and deserve it.  

From what i have seen wit all of my armor, if i take a crit dmg at 100% it will nto repair untill it gets to 100%  Or if i take it at 50% it will repair that crit at 50% of my health, If i choose to figfht on when i took it early thats my fault.  

If you take a dmg engine tank to spawn... To repair it... You desever not to have it becuaser that in itself is compltly not nessecary...


Thye current repair system is genious... And this is coming from a person who loves his armor..  Cromwells i think got shfated along with alot of the British vehicles  But such is life.  

I do think that repair kits shoudl repair to 100% health... Since the pop cap its currently using is enough to fuck people over if the other team is good.  If a tiger goes to repair thats 15 pop cap tied up... Thats alot not to be ablt to break through.  
Logged

Puddin' spamtm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.

Puddin' spamtm is soulcrushing... what's hard to understand about that?
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #7 on: October 23, 2009, 06:02:48 pm »

The only bad thing about the repair system is how it all keeps our deceased but still loved friend, the bergetiger, out of the game. A support unit that barely moves by its own accord that can take enough punishment to rival a tiger.

RIP Mr. Bergetiger, you were my favorite. Nothing says "I ride a harley" like crushing puddings supressed piat blob with a bergetiger.

Maybe they could be brought back giving a AURA of very slow tank repair..EVIL!
Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
fallensoldier7 Offline
EIR Veteran
Posts: 667


« Reply #8 on: October 23, 2009, 06:23:18 pm »

I really like the repair system right now.  It took awhile to get used to and it's really annoying switching back to the old repair system when I play vCoH, but other than that I like the concept behind it because of 2 main reasons.

1) You don't need to have engineers on the field all the time when you are using armor.

Engineers don't have very much combat effectiveness.  Even if you equip them with flamers, they are very fragile units and they could die easily.  Since we don't need to use engineers, we can utilize those extra resources for more fighting units, and we can have more useful units in our call-ins (using a bike/jeep instead of the pio/engie squad, for example).

2) You don't end up fighting the same vehicle/tank 5 times before it is called off.

With the old system, you could throw your tanks around.  Even if you made a mistake, all you would have to do is use your engineers to repair it and bring it back into the fight.  The new system means you absolutely need to be careful with your tanks or end up wasting your single repair kit.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #9 on: October 24, 2009, 01:46:52 am »

Biased wording in the vote choises make for subliminal messaging to vote your way, btw.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #10 on: October 24, 2009, 06:02:50 am »

Should repair crits, or its useless but it shouldnt always go back to 100% hp.
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Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
sgMisten Offline
Donator
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Posts: 778


« Reply #11 on: October 24, 2009, 07:14:44 am »

It's been established that hardcoding makes it impossible to repair crits when we want to. So the only way to guarantee a fix is to have the tank be fixed to 100%.
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puddin Offline
EIR Veteran
Posts: 1701



« Reply #12 on: October 24, 2009, 05:20:01 pm »

But if the vehicle goes to 100%, make it repair slightly slower, But then make it repair fully... 

Sooo if at healf health you repair it its half the time as a 1 hp repair...

It means the unit and pop cap are completly tied up, 10-12 pop cap on tanks is terrible ammount to have out of commision for 1-3 mins... 

Plus vehicles that are atked while repairing still take dmg... So repairing to 100% can be detrimental as offmaps, On maps, And roamign armor to sneak through back lines can fuck a repairing vehicle tremendously.....

It would buff on board and German engineering but to be honest, Thats 2 t4s that are good at survivability and you have to give up some pretty powerfull t4s to get that....

I think GE and On Board are great, but not i win buttons, On board is better because you can get away faster... But at the same time your still usless and can get chased around while a tank become useless for a while unable to fire and only crush units.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #13 on: October 24, 2009, 05:32:08 pm »

It's been established that hardcoding makes it impossible to repair crits when we want to. So the only way to guarantee a fix is to have the tank be fixed to 100%.
Wrong.

There is Nothing (except labor) that prevents us from repairing crits.

all the repair kit has to do is this:
at the end of repairs it remembers the current hp.
sets the hp to 2000 (crit fixes)
sets hp to remembered hp
Logged


Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
puddin Offline
EIR Veteran
Posts: 1701



« Reply #14 on: October 24, 2009, 05:52:49 pm »

It's been established that hardcoding makes it impossible to repair crits when we want to. So the only way to guarantee a fix is to have the tank be fixed to 100%.
Wrong.

There is Nothing (except labor) that prevents us from repairing crits.

all the repair kit has to do is this:
at the end of repairs it remembers the current hp.
sets the hp to 2000 (crit fixes)
sets hp to remembered hp

Since its so easy i take it your able to code it and give it to them then right?  Since its that easy of a fix i assume Since you made it sound like a child could...
Logged
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #15 on: October 24, 2009, 06:20:54 pm »

How about instead of repairing tanks, we give them a scuttle button.

If you tank can't make it off the battlefield, then it dies. MUHAHAHHAHAHAHHAHAA.

It'll be more realistic! THATS WHAT I HEARD EVERYONE WANTED! REALISM!!!!
« Last Edit: October 24, 2009, 06:22:36 pm by Akranadas » Logged
puddin Offline
EIR Veteran
Posts: 1701



« Reply #16 on: October 24, 2009, 07:08:20 pm »

Good point... Many times i have had to charge a destroyed engine tank toward enemies or hope the imobilized vehicle gets killed off because.... It cant die or repair....
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #17 on: October 24, 2009, 07:16:11 pm »

In response to The many Puddings:

My programming interests lie outide of coh.
That little segment of 'psuedocode' is something Salan once discussed with me on vent.

As for scuttle/suicide it would be nice if we had it with no hotkey and 2 confirmations so nobody accidentally blows it up.
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fallensoldier7 Offline
EIR Veteran
Posts: 667


« Reply #18 on: October 25, 2009, 12:05:47 am »

Didn't we used to have that?
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Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #19 on: October 25, 2009, 12:45:44 am »

It could (maybe) be done in SCAR, but I know for a fact that not in RGD.

It sounds all nice and easy in theory, but if Relic has truelly HARD-coded this in, we can't change it in the least. Hard codes are unmoddable, otherwise they fuck up the core game.
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