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Repair Change Elaborated
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Unkn0wn
No longer retired
Posts: 18379
Repair Change Elaborated
«
on:
June 03, 2009, 02:56:28 am »
Since I feel that there will be a lot more questions arising this change, allow me to go in-depth on the changes made.
1. Repair was removed from all units. This also means the Repair Bunker & Bergetiger was removed.
(For now, it may be coming back later)
2. Each vehicle has the ability to purchase a repair kit, the repair kit's repair rates are based on the unit type.
200 HP for light vehicles. 400 HP for medium vehicles. 600 HP for heavier vehicles. 1000 HP for extra heavy vehicles.
3. The repair kit costs vary from 10 Mun to 150 Mun, based on the unit. They only have one use but there's doctrines that expand this.
4. When triggered in game, your vehicle will be practically immobile and will reload significantly slower.
The repair durations are 60s/120s/180s/240s. Time it wisely.
Obviously this is all one big test, we expect and hope that you provide constructive feedback during the trial period rather than just bashing it. A lot of these modifiers and details are still subject to alteration, it is the community that can have a large impact on its future.
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Tymathee
Donator
Posts: 9741
Re: Repair Change Elaborated
«
Reply #1 on:
June 03, 2009, 03:02:43 am »
ooh...interesting. Can't wait to try it out.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Unkn0wn
No longer retired
Posts: 18379
Re: Repair Change Elaborated
«
Reply #2 on:
June 03, 2009, 02:13:42 pm »
Please post all feedback in this thread.
Easier for us to keep track.
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Baine
Steven Spielberg
Posts: 3713
Re: Repair Change Elaborated
«
Reply #3 on:
June 03, 2009, 02:21:17 pm »
Good thing, repairs a lot faster, unable to move, its good.
Logged
Draken
Chess master
EIR Veteran
Posts: 1852
Re: Repair Change Elaborated
«
Reply #4 on:
June 03, 2009, 02:25:58 pm »
Pls reparing on engies was already slow like shit it needs to come back. This can stay but maybe some people prefer instead of paying 100 munis for repair kit for heavy tank they like to sit back and drain half of the pop and 10 mins to repair it :p.
Nah but rly pios and engies need back they work.
Logged
Malevolence
Donator
Posts: 1871
Re: Repair Change Elaborated
«
Reply #5 on:
June 03, 2009, 02:37:53 pm »
I would like both methods implemented - being limited to a single repair by default makes vehicles very much wastes of money in most circumstances. Heavy tanks rarely pay themselves back against infantry or support based companies unless they maintain the field all game - hardly a possibility if they can only repair one time.
Logged
Akranadas' Greatest Hits, Volume 1:
Quote from: Akranadas
Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
Guderian
EIR Veteran
Posts: 817
Re: Repair Change Elaborated
«
Reply #6 on:
June 03, 2009, 02:43:41 pm »
Don't you love the word 'elaborate'
Almost as good as collaborate oh those words give me the mimmies
Logged
Eir customer support staff.
Pak75mm
EIR Veteran
Posts: 108
Re: Repair Change Elaborated
«
Reply #7 on:
June 03, 2009, 02:45:35 pm »
yeah i agree on having engies and pios back in the mix along with luftwaffe ground forces.
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Unkn0wn
No longer retired
Posts: 18379
Re: Repair Change Elaborated
«
Reply #8 on:
June 03, 2009, 02:47:37 pm »
They're not coming back, at least not for now.
Single repair doesn't work properly (Multi-repair bug) and the multi repair system we have been running with for the past iterations has too many flaws.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Repair Change Elaborated
«
Reply #9 on:
June 03, 2009, 02:53:30 pm »
So basically tanks are useless since they can repair anywhere from 1 to 3 ATG hits (light vehicles and medium) and Heavies while repairing more take a lot more damage from use anyway.
Sweet, time to spam Muni's for upgrades and support even more.
Its even better than Axis get a few free hits in from cloaked units, and if you take a single hit from a mine or TB you have to use your repair upgrade. This is a fantastic change.
Logged
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Schultz
EIR Veteran
Posts: 679
Re: Repair Change Elaborated
«
Reply #10 on:
June 03, 2009, 02:58:51 pm »
Quote from: AmPM on June 03, 2009, 02:53:30 pm
Its even better than Axis get a few free hits in from cloaked units, and if you take a single hit from a mine or TB you have to use your repair upgrade
Yeah this is kinda bad. Would be much more of a problem for heavy tanks. I bet this is why people ask for pios back.
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AmPM
Community Mapper
Posts: 7978
Re: Repair Change Elaborated
«
Reply #11 on:
June 03, 2009, 03:07:56 pm »
Eh, I find its worthless to spend the Mu on repair with my PE, vehicles are too light, take damage from anything, why waste 30mu per vehicle when I don't have enough for my men?
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Unkn0wn
No longer retired
Posts: 18379
Re: Repair Change Elaborated
«
Reply #12 on:
June 03, 2009, 03:09:48 pm »
Quote from: AmPM on June 03, 2009, 03:07:56 pm
Eh, I find its worthless to spend the Mu on repair with my PE, vehicles are too light, take damage from anything, why waste 30mu per vehicle when I don't have enough for my men?
Works fine for my PE company, 30 MU for full health repair in only a minute...
I didn't repair my vehicles as PE before, I still do fine without repairing most of them. I also have plenty of munitions to waste with my company setup. Maybe you're just doing it wrong
.
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AmPM
Community Mapper
Posts: 7978
Re: Repair Change Elaborated
«
Reply #13 on:
June 03, 2009, 03:16:06 pm »
Munitions used to buy upgrades are not "extra", its required spending.
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Unkn0wn
No longer retired
Posts: 18379
Re: Repair Change Elaborated
«
Reply #14 on:
June 03, 2009, 03:16:56 pm »
Get more marders and less panzerschrecks.
There's not that much PE have to spend munitions on, at least not when you build a PE vehicle based company.
Logged
Latios418
EIR Veteran
Posts: 443
Re: Repair Change Elaborated
«
Reply #15 on:
June 03, 2009, 03:29:12 pm »
Unknown has a good point. Marders are very well worth taking now with the fuel decrease on them, take no munitions. Armoured Cars only take 35 for Overdrive. IHTs, Scout Cars, Kettens require no munitions. Only things that require a large amount are ATHT (but it's worth it!), PzIV(IST) if you want the upgrades, and Panther same as PzIV. Spend several hundred on a few infantry squads and you still have plenty left over.
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Quote
Anonymous 06/19/09(Fri)11:55 No.4931966
Is Akranadas in this thread? Fucker can't stop bragging about his "waifu taldeer" and cosplaying in an eldar farseer costume while shouting "Flithy monkeighs!" interspaced with random eldar gibberish.
Duckordie
Community Mapper
Posts: 1687
Re: Repair Change Elaborated
«
Reply #16 on:
June 03, 2009, 03:34:17 pm »
I think this will balance the game in late game. (after afew weeks)
Due the axis wont have so many vet tanks.
EiR is a new game now, lets try this out
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^<-- Duck ™ and ©
We need more axis players!:
AmPM
Community Mapper
Posts: 7978
Re: Repair Change Elaborated
«
Reply #17 on:
June 03, 2009, 03:34:42 pm »
Actually, spend a few hundred on infantry, then add in the ATHTs, and you have....none.
Yes thankfully the rest of your stuff is fuel based.
Logged
Latios418
EIR Veteran
Posts: 443
Re: Repair Change Elaborated
«
Reply #18 on:
June 03, 2009, 03:37:12 pm »
So long as you don't max out on infantry you should be fine for munitions, which was my point. The only way you don't have munitions is if you go for 7-8 tankbusters, 2+ assault grens, fallschirmjaegers, etc.
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Duckordie
Community Mapper
Posts: 1687
Re: Repair Change Elaborated
«
Reply #19 on:
June 03, 2009, 03:40:51 pm »
I gona make a None Tank company, Tanks are overate now when repairing is "not so easy"
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