*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
February 19, 2025, 07:41:34 pm

Login with username, password and session length

Resources

Recent posts

[December 27, 2024, 11:15:50 am]

[December 20, 2024, 02:52:42 am]

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]
Pages: 1 [2]   Go Down
  Print  
Author Topic: repair rates?  (Read 6494 times)
0 Members and 2 Guests are viewing this topic.
SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #20 on: March 31, 2009, 12:14:30 pm »

don't change it who ever repair his tanks in green health should be punished
No! MINOR FRONTLINE REPAIRS should be beneficial. When it’s down in red you should pull it off the map. Sitting 18 pop + repair pop in the back to fix a heavily damaged tank should not be encouraged.

I always used to build my repair bunkers very close to the frontlines!


Logged
RikiRude Offline
Donator
*
Posts: 4376



« Reply #21 on: March 31, 2009, 01:00:41 pm »

agreed that the lighter the vehicle the faster the repairs should be. also I think damaged engine and such should be repaired first, but I think it should work something like this.

Gunner will get repaired first.
Immobilized won't repair til you are in yellow health.
Destroyed engine won't repair til you are in green health.
Damaged engine won't be repaired til you are in 75% green health.

And it should always take at least 10% repairs to fix these things. That way you don't have a stug stickied with a damaged engine, then pios repair for 1 second and it's back to being fixed.

I think it works something along these lines right now, but you shouldn't have to be at full health to get your gunner and engine back to 100%
Logged



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
*
Posts: 6904



« Reply #22 on: March 31, 2009, 03:15:27 pm »

Thatīs not possible Riki, I saw stumpster posting that a lot of times already, itīs just hardcoded, the way critical repairs work.
Logged

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.
gamesguy2 Offline
Honoured Member
*
Posts: 2238


« Reply #23 on: March 31, 2009, 07:27:32 pm »

Berge is 1.5. 
Logged
RikiRude Offline
Donator
*
Posts: 4376



« Reply #24 on: March 31, 2009, 09:01:00 pm »

Thatīs not possible Riki, I saw stumpster posting that a lot of times already, itīs just hardcoded, the way critical repairs work.

Aw lame =(
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #25 on: April 01, 2009, 12:28:00 am »

id say, 1 pioneer should be at least able to repair a main gun, tracks or destroyed engine in like 1 minute?
EDIT: engineers should be for repairing those things. its very easy: you get a big tank, it hits a mine. without repairs, its dead. with repairs you can repair it tracks/engine and keep it operational. no more sitting in the back repairing now...
edit again: not possible? ah fail  Undecided
« Last Edit: April 01, 2009, 12:31:32 am by LeoPhone » Logged
sgMisten Offline
Donator
*
Posts: 778


« Reply #26 on: April 01, 2009, 12:55:31 am »

There's no magic ability we can make use of? Something like a targeted ability that repairs all critical damage, we can balance that by making it purchasable etc etc.

Or some work around like the repair critical repairing the tank up to full HP, fixing the critical, then dropping it back down to its original health?

Logged
Pages: 1 [2]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.053 seconds with 35 queries.