My main problem with crewhopping is the loss of targeting.
You can still attack ground behind it, works fine but requires a bit of micro
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My main problem with crewhopping is the loss of targeting.
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I think 10 seconds is again too much, you could just as well just repair it fully then ( depending on the amount of damage the vehicle has suffered ).
More like an increase of the price, so you only use it when you have no other choice than saving that one tank!
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I think for its current performance, repair critical is worth at least 50-75 munitions. I might also bump it up to vet 3 since vehicle crews vet up so insanely fast anyway.
Either that or it should take 5 seconds, maybe? there's a fine line between OP and useless on this ability since if they die repairing your enemy gets a free tank.
I'd prefer the higher cost solution since USF will still be able to preserve their fragile tanks, but a panzerfaust or mine will be cheaper than the duct tape.
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It is very very frustrating to see the crew hop out and back in a vehicle in 2-3 seconds. It especially reduces the danger of repairing at the frontline, since they can re-enter the vehicle instantaneously.
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More ideas on the game balance will in time make all factions the same and eliminate any kind of uniquenes they have.
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