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Author Topic: Repair Rate Suggestion  (Read 4758 times)
0 Members and 2 Guests are viewing this topic.
Absolution2 Offline
EIR Regular
Posts: 18


« on: February 19, 2009, 03:07:37 pm »

I believe that it would benefit balance to have pioneers repair at .45 instead of .5, and repair bunker pioneer repairers to repair at .55 instead of .5.

This would benefit balance by encouraging the use of specialized, expensive repair structures, and discourage use of inexpensive (per repair skill) pioneers, which are at the moment the most efficient (by far) repair unit in the game.

Slight debuff to the best repair unit in the game, slight buff to another method of repair for the same faction to encourage diversification. I think it's a fair way to solve "repair pio uber blob" that seems to have been complained about lately.

Discuss?
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RikiRude Offline
Donator
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Posts: 4376



« Reply #1 on: February 19, 2009, 03:18:40 pm »

Someone already has a post about the repair rates, but I can't find it, they had the numbers of everything all lined up too, if someone can post a link to that thread please post it up, or combine both threads.

Anyways here is the problem
Pios and engs repair at the same rate, but engs cost more and have 3 pop cap instead of 2. This means...

3 pios cost - 320 MP, have a pop cap of 6, and repair 3xs as fast as 1 pio/eng squad
2 engs cost - 260, have a pop cap of 6, and repair 2xs as fast as 1 pio/eng squad

So for 80 more MP, axis are getting faster repairs with the same pop cap, they also have better things to repair then US imo.


Easiest way to balance this, would be to simply balance the pios repair rate to be slightly lower, so a pio squad repairs at 80% the rate of an eng squad. So 3 pios repair 80MP worths faster.
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #2 on: February 19, 2009, 03:23:06 pm »

EIR:R Secrets Revealed - 3: Repair Rates

Numbers are hit points per second.

Panzer Grenadiers: 0.4
Standard factions (Engi/Pio/Sapper/Repair Bunker): 0.5
Panzer Elite (Advanced Repair): 0.6
Standard factions in current EiR: 0.66
Expert Engineers: 0.9
Berge Tiger: 1.25


There´s only 1 true imbalance in the axis faction, and it´s the lovely pio blob who everyone uses to repair.

Pio squad 2 pop cap, 110mp                = 0.5HP/S.
Panzer Grenadiers 3 pop cap, 185mp    = 0.4HP/S
Sapper 4 pop cap, 195mp                    = 0.5HP/S
Engineer 3 pop cap, 130mp                  = 0.5HP/S


Guess who has the best repairs for their pop cap and price.




thank you killer I'm going to propose a balance change on this.
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #3 on: February 19, 2009, 03:31:17 pm »

Killer, thank you for bringing this to our attention in the other thread.  We are currently having some lively discussion of the issue on the dev forums.  Something will change, not sure what yet.

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Absolution2 Offline
EIR Regular
Posts: 18


« Reply #4 on: February 19, 2009, 05:26:55 pm »

*points to my original post*

Tada, one suggestion for what to change.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #5 on: February 19, 2009, 05:31:10 pm »

Thanks for posting that up killer.

I hope the devs are taking into consideration how well units do in combat as well. Also I thought that repair bunker repaired at 1.0 or something to that nature, I heard it repaired faster then standard repair unit because it took up pop cap and cost a bit of munitions.
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Absolution2 Offline
EIR Regular
Posts: 18


« Reply #6 on: February 19, 2009, 05:32:21 pm »

That's what I thought, too, but now that it doesn't (anymore?) I think a minor tweak is in order to show how a repair specialized (but more expensive) station is better at repair than a single (cheap) squad.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #7 on: February 19, 2009, 05:33:23 pm »

Repair bunkers repair at 1HP/S, Salan is (well, he just forgot to change it when I asked him  Tongue) wrong there.
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Absolution2 Offline
EIR Regular
Posts: 18


« Reply #8 on: February 19, 2009, 05:34:26 pm »

Ah, okay.

Well, in that case, repair bunker can stay the same and just take off .05 from pioneers?
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #9 on: February 19, 2009, 11:05:05 pm »

Rather we buff the engineers/Sappers.   Sappers cost 4 pop cap and with a munitions upgrade to repair should IMO repair better than 4 popcap worth of pioneers.

Maybe .6 for engineers and sappers, with the advanced repair kicking sappers to 1.2?
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #10 on: February 20, 2009, 06:00:45 am »

deleted
« Last Edit: February 20, 2009, 06:04:20 am by aloha622 » Logged

Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #11 on: February 20, 2009, 06:02:31 am »

nvm.
« Last Edit: February 20, 2009, 06:08:48 am by Killer344 » Logged
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