Login

russian armor

'Vehicle Crew Disembark'

7 Jan 2015, 20:00 PM
#21
avatar of TNrg

Posts: 640

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
8 Jan 2015, 03:49 AM
#22
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470



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!

so? in that situation you would repair instead and get health as well as the crit.
8 Jan 2015, 04:00 AM
#23
avatar of braciszek

Posts: 2053

Cheap, instant, and always available Crit-Be-Gone is definitely a terribly designed ability that is a giant middle finger to vehicle snares. Crew repair is fine, but this ridiculous ability isnt.

Its the USF version of blitz, so to speak. Save a tank that should be dead for being found with its pants down.
9 Jan 2015, 14:55 PM
#24
avatar of WingZero

Posts: 1484

I think USF would need something in return for muni costing crit repair. Their armor is already too weak and shrek filled meta makes it even harder, I need a sherman alone just so I can take on Obershrek blobs (since US infantry struggles late game). I will be fine with paying for crit repair but I want Pershing in return lol.
9 Jan 2015, 15:46 PM
#25
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

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.
9 Jan 2015, 16:36 PM
#26
avatar of Imagelessbean

Posts: 1585 | Subs: 1

jump backJump back to quoted post9 Jan 2015, 15:46 PMRomeo
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.


I don't think changing the vet requirement does much as a single shot from the Sherman gives the crew vet 3. Increasing munitions may help, may be instead remove the crit ability and just increase the rate at which crews repair. If you take just a little damage and there is no back up you can quickly get back in. If you take lots of damage you cannot just jump out, quick repair and scoot away. Since this is a bit of a nerf a slight cost adjustment may be necessary.

Also the loss of target is extremely annoying. I am not saying smoke is fine, smoke is also really stupid, but we should not be here balancing a stupid idea by saying, "His idea is dumb too, so we can keep both."
9 Jan 2015, 16:41 PM
#27
avatar of Jorad

Posts: 209

More ideas on the game balance will in time make all factions the same and eliminate any kind of uniquenes they have.
9 Jan 2015, 17:00 PM
#28
avatar of Erguvan

Posts: 273

jump backJump back to quoted post7 Jan 2015, 10:34 AMAnarcy

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.


Agreed. disembarking a tank propably is an organized work which means it could be done rapidly. However how could the crew could enter a vehicle in a moment! It should also take some time like disembarking. They could enter the vehicle instantly but tank would be operational until 2-3 seconds passes.
9 Jan 2015, 17:02 PM
#29
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

jump backJump back to quoted post9 Jan 2015, 16:41 PMJorad
More ideas on the game balance will in time make all factions the same and eliminate any kind of uniquenes they have.


I highly doubt it! ;)
1 user is browsing this thread: 1 guest

Livestreams

unknown 2
Germany 1

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

825 users are online: 825 guests
2 posts in the last 24h
10 posts in the last week
28 posts in the last month
Registered members: 50022
Welcome our newest member, Citrano
Most online: 2043 users on 29 Oct 2023, 01:04 AM