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Author Topic: Fuck Repair kits!  (Read 7674 times)
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Mysthalin Offline
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« Reply #20 on: July 17, 2013, 11:03:57 am »

but like a secondary weapon (hmg) can still fire, wont help much but it can deter.

Ja, deter those super-dangerous mine-sweeper pios. Because they can kill tanks and shit you know.
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nikomas Offline
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« Reply #21 on: July 17, 2013, 11:27:54 am »

Tym... do you seriously think coax/hull mg's actually... do something, like, at all?
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XIIcorps Offline
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« Reply #22 on: July 17, 2013, 02:55:08 pm »

Well nikomas unless the values for hull and coax mgs are 0
They do something tho its extremly negligible.

I have gotten kills with the cct mgs.
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hans Offline
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« Reply #23 on: July 17, 2013, 03:41:05 pm »

Well nikomas unless the values for hull and coax mgs are 0
They do something tho its extremly negligible.

I have gotten kills with the cct mgs.

oh yeah so effective xD
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nikomas Offline
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« Reply #24 on: July 17, 2013, 04:20:19 pm »

And I once killed something with a pioneer minesweeper squad... Does not mean they should be relied upon  Wink
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TheVolskinator Offline
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« Reply #25 on: July 17, 2013, 04:43:53 pm »

Duh -points at Vet5 minesweeper-
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Spartan_Marine88 Offline
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« Reply #26 on: July 18, 2013, 09:58:55 am »

And I once killed something with a pioneer minesweeper squad... Does not mean they should be relied upon  Wink

WHAT! no one can beat all minesweeper start.

OP
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Tymathee Offline
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« Reply #27 on: July 19, 2013, 12:48:52 pm »

Ja, deter those super-dangerous mine-sweeper pios. Because they can kill tanks and shit you know.

i'm not talking about coaxial or hull hmgs duh, im talking about top hmgs, why would you all just assume I'd be that stupid to even think that would help anything?
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EIRRMod Offline
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« Reply #28 on: July 19, 2013, 06:55:30 pm »

because the people who made them made them work in nedlessly complicated ways as far as I can tell.
I implemented them.

Not sure how its complex.

1 upgrade given via launcher (then as an rgd)
Unit checks for upgrade.

Whats so complex lol?
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Mysthalin Offline
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« Reply #29 on: July 19, 2013, 09:57:03 pm »

Timmeh, I go grab a sticky rifleman squad and you grab an immobile P4 with not just hull amd coaxial, but 2 (Not 1, 2) Stug MGs on top as well. See how well you deter me from stickying you.

GL
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nikomas Offline
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« Reply #30 on: July 20, 2013, 04:42:23 am »

I implemented them.

Not sure how its complex.

1 upgrade given via launcher (then as an rgd)
Unit checks for upgrade.

Whats so complex lol?
Not how that is how it works anymore, there are several repair kit slot items in the RGD's. For example there are the "Light, Medium, Heavy, Xheavy" SLOT ITEMS and they are factional to. It's nonsense as how much health is repaired is based on the ability, not the slot item. Having diffrent slot item upgrades here is 100% pointless and adds room for needless mistakes. They are factional to... As in, all factions have their own sets of these 4 repair kits with Wher having 8 of them! As a result, it's a real pita to make the repair abilities cross factional!

Given what you just said, I doubt it was you who put it in like this because like you are saying all we would need (afaik) is exactly !1! slot item, not 20. Having 24 makes the server/launcher part much more confusing as well.


tldr, Unless I missed something someone did a lot of work putting in all these "upgrades/slot items" when they are quite pointless and add needless complexity.
« Last Edit: July 20, 2013, 05:11:13 am by nikomas » Logged
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