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Author Topic: [PE] Luftwaffe Mobile Mechanics  (Read 3376 times)
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Tachibana Offline
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« on: November 16, 2017, 10:54:46 pm »

Looking at the statistics of the repair mechanics, there is a slight discrepancy in the function of mobile mechanics vs the other major repair systems.

Repair squad repair original: 400hp, 100s, 2 pop, 200mp/60mun, chainable, semi-mobile

Repair squad repair rework: 200hp, 50s, 3pop, 100mp/30mun, chainable, semi-mobile

Bergetiger full upgrades: 300hp, 25s, 4 pop, 400mp/200mun/220fuel, immobile, Nonchainable 225s recharge.

US armor repair kits: 250(LV)-750(m26)hp range, 50-150s duration range, 1 time use, ~30-110muni cost with no pop cost, immobile

Luftwaffe mobile repairs: 350hp divided into 3 sets, 25s per use for ~117hp healed, 20-45 munition cost, zero pop cost, mobile


Looking at raw paper comparisons, its clear that Mobile mechanics is clearly more cost effective than almost any other repair system when you add up the positives and negatives of each system. However, I issue with this is deeper than a mere cost increase will cover. While a cost increase would probably balance the ability, I feel it flies in the face of design philosophy.

Even if the cost was bought into line, you'd end up with a repair system which is still competing with the armor doctrines in terms of time and pop efficiency. I wont compare it to the base repair squads as i think the delineation is clear. However, the mobile repairs outclass even the US kit and the TH Bergetiger, both of which are core armor doctrines.

When compared to the US kit, you are perhaps getting less overall HP, however, you retain mobility and spend overall less downtime repairing since you can repair at much earlier stages.

When compared to the berge, you are getting far more pop efficient repairs at a fractional cost while still remaining mobile.

WM and CW armor are the most hard done since they only do 200/250 hp per repair at 37/62s durations. Which is arguably competitive with mobile repairs in shear HP/s, is still less pop efficient and flexible.

Basically, the repairs of a mobility doctrine are outclassing the repairs of dedicated armor doctrines, which is bad from a pure design standpoint. As such, I don't think this is something that balancing via increased munitions cost is a possibility. As even if the cost increases, it still flies in the face of core design. I like the idea of a mobile repair in a mobility doctrine, but it should not be as efficient as it currently is.

A few solutions I can see (though, the final decision/action is up to the Dev team)

1.) Keep at 3 uses, but greatly cut the amount of hp healed per use.
2.) Keep approx current numbers, cut to one use.
3.) Something in-between the above two.




« Last Edit: November 16, 2017, 10:56:23 pm by Tachibana » Logged

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TheVolskinator Offline
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« Reply #1 on: November 16, 2017, 11:08:04 pm »

**** off crimson

Yes, I will consider a rebalance. Looking at 80 HP total over 40 s (2 HP/s).
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Mysthalin Offline
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« Reply #2 on: November 17, 2017, 04:36:21 pm »

I think a single use of a 150 hp repair over 30s seems like the most reasonable option. It still lets you heal back an AT gun shot without getting lulzy.
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