*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 14, 2024, 10:57:45 pm

Login with username, password and session length

Resources

Recent posts

[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]

[June 22, 2024, 06:49:40 am]

[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]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: New vehicle repair system makes treadbreaker unbalanced?  (Read 1892 times)
0 Members and 2 Guests are viewing this topic.
Captain Trek Offline
EIR Regular
Posts: 49


« on: June 04, 2009, 11:52:29 pm »

I notice that the new repair system seems to make treadbreaker a little overpowered as it allows a light-AT halftrack (or a Churchill presumably) to cripple the movement speed of a full-health tank, which is particularly troubling if the tank doesn't have a repair kit and even with a repair kit, I'd rather not have to use it just to repair the engine...

This, I think, makes treadbreaker slightly overpowered, as in the past damaging the engine on a full-health tank could be fixed pretty quickly by engineers, but now it can't...

What I would propose to solve this would be for engineers, sappers, pios etc, to be able to repair a vehicles "status aliments" (main gun destroyed, engine damaged/destroyed and tread broken), but not the hull...
Logged
Latios418 Offline
EIR Veteran
Posts: 443


« Reply #1 on: June 05, 2009, 12:03:57 am »

I've brought up healing status ailments only with repair kit and no hp heal before for a much cheaper muni cost, and they said it's impossible because the hp and healing ailments are hardcoded together.
Logged

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.
gamesguy2 Offline
Honoured Member
*
Posts: 2238


« Reply #2 on: June 05, 2009, 12:18:47 am »

How about enabling repair on engineers/sappers/etc again, but have them repair at a really low speed, like .2hp/s?
Logged
RikiRude Offline
Donator
*
Posts: 4376



« Reply #3 on: June 05, 2009, 02:06:55 am »

this would also make stickies OP... if you're lucky enough to hit something =D
Logged



Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #4 on: June 05, 2009, 03:42:13 am »

I never repaired my tanks in the first place Shocked
Logged
Pages: [1]   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 0.061 seconds with 36 queries.