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.
nah man, they changed that a while ago |
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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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. |
Just make them deactivatable regardless of whether or not the tank is in combat. The muni costs accumulate fast if you are canceling repairs. If you want to punish people for being too ballsy with frontline repairs, then just add a delay after deactivation before the tank can do anything. |
I like the idea, but I think it might be better to delay when the aoe healing would come into effect, like how spotting scopes work. This way, gameplay is functionally identical. |
I'll be honest I don't understand why any of these tanks should come earlier. Earlier jp4 would just turn it into a panic at option that comes waaaay earlier than it needs to be. Like the volks shreck era jp4. Jp4s counter allied mediums, and can slug it out with allied td. Ostwinds and flame hetzers are brutally effective against infantry, and are cheap. All these tanks are strong cheap and cost effective. why do they need to come even earlier.
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Yes it is, for a tank that has "high" armor hp and used to dive in and out.
You could be chasing a T70 and if you want to switch target because T70 outran you.
Little things add up but forgotton.
Oh no the SU 85 got a shot off because the panther was distracted. It's not like every tank above a stuart has that problem,and that it's a conscious design decision that also relates to how tanks actually work, and how when fighting larger numbers you take disproportionate losses. |
It is not fine because they get outranged and outburned.
Where is the superior axis armor?
Heck Panther turret rotation quality is worse than Churchill until it gets vet3.
Unless your panther is getting circle strafed by a friggin t-70, turret rotation isnt an issue. |
Is there any reason why the garrisoned raketenwerfer cannot be set to vehicle focus? |
There is almost nothing else to spend munitions on early so its upgraded every game, it's a weird upgrade.
It is a good unit to spam b/c of the low fuel cost, manpower cost is fine though
Nothing to spend muni on, besides grenades and weapon upgrades
Also, light spam doesn't really end well. But a fuel cost increase would discourage the preupgraded m20 being spammed |