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Author Topic: [ALL] Repairs  (Read 13849 times)
0 Members and 4 Guests are viewing this topic.
PonySlaystation Offline
EIR Veteran
Posts: 4136



« on: June 17, 2014, 07:56:50 pm »

I would like to suggest:

1: The ability to cancel repairs. Reason: players shouldn't be forced to repair in spawn or be unable to do anything when your repairing tank gets flanked. On a gameplay perspective you might at first think that this removes the ability to go behind enemy lines to hunt for tanks. But the player who cancels his repair still loses the repair. So the ability to cancel repairs is a convenience that should have been in from the start.

2: Repairs to repair 100% of the tank. Reason: There are always times when you have damaged engine repair at get stuck at 98% and still damaged engine, other times you repair at 5% health and only go up to 60% health. On a gameplay perspective: repairing a tank at low health is skillful maneuver that should be rewarded, yet because of how repair kits work, it's usually better to play it safe and always repair at 50%.
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XIIcorps Offline
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« Reply #1 on: June 17, 2014, 08:24:30 pm »

A.
Yes cancel repair should be a consideration.


B.
No repair kits shouldn't become max revives, sure its a disadvantage when it  happena to you, but then its the othwr team its a major advantage.
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GrayWolf Offline
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Posts: 1590



« Reply #2 on: June 17, 2014, 11:03:28 pm »

1. OK
2. Maybe for specific t4 for : Armor, Engies, Tank Hunters and Terror (Blitz have double repair) ?
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XIIcorps Offline
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« Reply #3 on: June 18, 2014, 02:43:12 am »

Armor has double mobile repairs
RSE has Ablative double repairs
TH has Repair kits
Blitz has double repairs.

Sounds prettt fair to me gary.
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Mister Schmidt Offline
Lawmaker
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Posts: 5006



« Reply #4 on: June 18, 2014, 03:35:35 am »

Do you plan on coding this menace?
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GrayWolf Offline
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Posts: 1590



« Reply #5 on: June 18, 2014, 03:43:30 am »

Armor has double mobile repairs
RSE has Ablative double repairs
TH has Repair kits
Blitz has double repairs.

Sounds prettt fair to me gary.

Tiger repairs 900 HP as a blitz unlock. KT not.
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XIIcorps Offline
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« Reply #6 on: June 18, 2014, 04:07:20 am »

Tiger repairs 900 HP as a blitz unlock. KT not.
KT is the only vanilla super heavy.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #7 on: June 18, 2014, 05:44:50 am »

KT is the only vanilla super heavy.

Yeah Jagdpanther is a medium tank
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XIIcorps Offline
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« Reply #8 on: June 18, 2014, 07:20:56 am »

Yeah Jagdpanther is a medium tank
its a Tank destroyer built on a medium chassis so your sarcasim attempt is actually factual.

The JT tho would be the other Super heavy.
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GrayWolf Offline
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Posts: 1590



« Reply #9 on: June 18, 2014, 07:26:36 am »

nvm, I'm not gonna participe in this conversation
« Last Edit: June 18, 2014, 07:29:23 am by GrayWolf » Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #10 on: June 18, 2014, 07:45:35 am »

its a Tank destroyer built on a medium chassis so your sarcasim attempt is actually factual.

The JT tho would be the other Super heavy.

XIICorps, I am actually shocked by your post. You are using a realism argument in all seriousness, after having been on these forums for so long. Why would I even be talking about the real life version of this tank, on this forum? It has always been considered to be a super heavy, even by Relic. And the JT is "the other" vanilla Super Heavy? Please elaborate, as I am curious about your views as to why the Jagdpanther is not a super heavy and how the Jagdtiger is "vanilla". (Hint: they're not)

Actually you don't have to answer those questions because they are rhetoric, as I am trying to make you understand how ridiculous your post was, even apart from the realism argument. The Jagdpanther is a super heavy and has always been, in this game. The Jagdtiger is a super heavy yes, but it is not 'the other' super heavy. The KT and JP have always been the 2 vanilla super heavies, there is no debating about it.
« Last Edit: June 18, 2014, 08:15:45 am by EliteGren » Logged
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #11 on: June 18, 2014, 08:51:32 am »

B.
No repair kits shouldn't become max revives, sure its a disadvantage when it  happena to you, but then its the othwr team its a major advantage.

It's not an advantage for anyone and there is always a disadvantage to repair when damaged engine since you'll use up the repair.

Repair kits not repairing tanks fully means players repair their tanks early instead of taking the risk and using your tank til low HP. It's not a revive, it serves the purpose of repairing damaged parts of the tank over time, so of course that should include damaged engine, that's the entire point of having repairs.

There is also unbalance as some repair kits only repair 60% of the tank while others repair 100%.

Do you plan on coding this menace?

I am sure that nikomas, volksky or xeoniz will carefully consider, answer and resolve this issue if possible  Cool
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Hicks58 Offline
Development
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Posts: 5343



« Reply #12 on: June 18, 2014, 10:01:14 am »

Should note that repair kits were changed back when I was Balance Lead to make sure that they repair a minimum of 75% HP across the board, some will do more than that, but none should be doing below 75% at this point.

Only things that'll throw that off is doctrines like Ablative Armour which add big chunks of HP, but standard health values should be good.

They'd have all done 75% HP, but that'd entail making a specific repair kit for every vehicle or a crap ton of exceptions in the currently existing 4 base repair kits per faction.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #13 on: June 18, 2014, 10:06:44 am »

I agree repairs should be able to get canceled. But rather than having them repair fully, I would prefer a system that let's engineer type units buy repairs for fuel. This would also solve the issue of not getting a critical repaired. Mines have become so powerful since the repairkit system was introduced
« Last Edit: June 18, 2014, 10:08:40 am by EliteGren » Logged
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #14 on: June 18, 2014, 10:37:58 am »

I agree repairs should be able to get canceled. But rather than having them repair fully, I would prefer a system that let's engineer type units buy repairs for fuel. This would also solve the issue of not getting a critical repaired. Mines have become so powerful since the repairkit system was introduced

Not fuel, if it was fuel the heavy tank companies would benefit immensively more than any other build type. If it has to be some resources I'd say munition, having ability to fix vehicles at a cost of pop, time and munition is more crippling than fuel.

Tanks need to have a ability that makes themselves detonate so that no immobilized vehicles or other vehicles sit there helplessly unable to do anything and the player can not kill it thus is crippled by pop.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #15 on: June 18, 2014, 10:58:04 am »

Yeah meant to say muni, don't know why I wrote fuel. Also there was a thread about why berge should cost muni instead of fuel

Edit: Here it is

http://forums.europeinruins.com/index.php?topic=28224.0
« Last Edit: June 18, 2014, 10:59:45 am by EliteGren » Logged
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #16 on: June 18, 2014, 11:44:50 am »

Yeah meant to say muni, don't know why I wrote fuel. Also there was a thread about why berge should cost muni instead of fuel

Edit: Here it is

http://forums.europeinruins.com/index.php?topic=28224.0

Im really indifferent about bergetiger. It is sort of a funky vehicle with single role, eats all the popcap and doesn't do anything aside of repair. It can shield wall from ATG cause tiger armor tho. Aside of that it is one of those vehicles you rarely see on use.
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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #17 on: June 18, 2014, 11:47:20 am »

It's too expensive at the moment. 300+ fuel is crazy.
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terrapinsrock Offline
EIR Veteran
Posts: 1009



« Reply #18 on: June 18, 2014, 02:20:25 pm »

It's too expensive at the moment. 300+ fuel is crazy.

Plus its 16 pop, its just too expensive in resources and field presence
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Smokaz Offline
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Posts: 11418



« Reply #19 on: June 18, 2014, 03:41:42 pm »

Plus its 16 pop, its just too expensive in resources and field presence

What do people think about making it munitions instead of fuel.
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