Soviet crew repairs
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Posts: 4474
Posts: 129
then give it a set amount of health repair like the others, the advantage of soviet repairs is that it will always heal to full does not matter how much hp u have, the trade off is that u can't cancel it , brits too have it like this but they can't heal always to full as it's only 45 seconds but u get smoke by paying more
The brit ability is a relic of the off map ability it used to be. It was designed as an ability You would use on the front line with its smoke, like the OKW critical repair ability. The soviet ability was intended as a costlier but more convenient alternative to engineer repairs.
Mechanically, a pgren shrecking a tank faster than it can self repair, is just dumb. A schreck squad getting a free volley or two as the crew scrambles back in makes more sense. If the brit ability didnt fire smoke the entire time, I'd argue that it should get the same treatment.
Posts: 1289
then give it a set amount of health repair like the others, the advantage of soviet repairs is that it will always heal to full does not matter how much hp u have, the trade off is that u can't cancel it , brits too have it like this but they can't heal always to full as it's only 45 seconds but u get smoke by paying more
Doesnt it also drain your muni incime still? Or did they remove that?
Posts: 4474
Posts: 4183 | Subs: 4
then give it a set amount of health repair like the others, the advantage of soviet repairs is that it will always heal to full does not matter how much hp u have, the trade off is that u can't cancel it , brits too have it like this but they can't heal always to full as it's only 45 seconds but u get smoke by paying more
This^, Nerf the HP repaired to a fixed amount or no go.
Posts: 4474
Soviet repair : 35 munition , will repair tank until full at 10hp/1 seconds can be stopped if not in combat
okw repair : 35 munition , will repair 300 hp and engine crit even if does not reach full hp at a rate of 20hp/1 seconds, cant be stopped by anything other than death
ukf repair : 40 mun , will repair 450 hp at rate of 10h/1 second drops covering smoke and can't be stopped by anything other than death
soooo what's the problem ?
Posts: 8154 | Subs: 2
ok did some test lets compare all 3 abilities
Soviet repair : 35 munition , will repair tank until full at 10hp/1 seconds can be stopped if not in combat
okw repair : 35 munition , will repair 300 hp and engine crit even if does not reach full hp at a rate of 20hp/1 seconds, cant be stopped by anything other than death
ukf repair : 40 mun , will repair 450 hp at rate of 10h/1 second drops covering smoke and can't be stopped by anything other than death
soooo what's the problem ?
Someone lost a tank while doing crew repair and wanted to change it even if other abilities work in the same way.
Posts: 129
ok did some test lets compare all 3 abilities
Soviet repair : 35 munition , will repair tank until full at 10hp/1 seconds can be stopped if not in combat
okw repair : 35 munition , will repair 300 hp and engine crit even if does not reach full hp at a rate of 20hp/1 seconds, cant be stopped by anything other than death
ukf repair : 40 mun , will repair 450 hp at rate of 10h/1 second drops covering smoke and can't be stopped by anything other than death
soooo what's the problem ?
A dumb mechanic is a dumb mechanic, Though fair enough, soviets shouldn't get special treatment. In this case all repair abilities should be able to be canceled, It would probably be for the best to standardize the repair toggles as timed abilities if the abilities were to be made more forgiving.
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Soviet repair : 35 munition , will repair tank until full at 10hp/1 seconds can be stopped if not in combat
You forgot about the part, where it HALVES current muni income.
If you have 2 tanks using it, you have 1/4 of muni income for the duration and so on, so its cost is much higher then initial 35 as well as grows exponentially with more tanks using it.
Posts: 4928
Posts: 129
nah man, they changed that a while ago
You forgot about the part, where it HALVES current muni income.
If you have 2 tanks using it, you have 1/4 of muni income for the duration and so on, so its cost is much higher then initial 35 as well as grows exponentially with more tanks using it.
Posts: 4474
in quite sure they removed the munition reduction ,ask Sanders
You forgot about the part, where it HALVES current muni income.
If you have 2 tanks using it, you have 1/4 of muni income for the duration and so on, so its cost is much higher then initial 35 as well as grows exponentially with more tanks using it.
edit just checked it does NOT decrease mun income, kat please the mod role is going futher way form u u can't trip on thing like this
Posts: 129
Someone lost a tank while doing crew repair and wanted to change it even if other abilities work in the same way.
Eh, there's a reason why I didnt post in "balance", this is more "It'd be nice if it worked like this"
Posts: 13496 | Subs: 1
You forgot about the part, where it HALVES current muni income.
If you have 2 tanks using it, you have 1/4 of muni income for the duration and so on, so its cost is much higher then initial 35 as well as grows exponentially with more tanks using it.
Was removed 2 years ago...
Vehicle Crew Repair
* No longer drains munitions income by 50% per tank
* Cost increased from 30 to 35
Posts: 3113 | Subs: 2
OKW's one is more situational but can really save you a tank when in dire need.
I personally feld that UKF was slightly overprized since the smoke is often not needed anyway, but also that ability is quite useful when you need your tanks back quickly. They often come with HP heavy tanks like Churchills.
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