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russian armor

Soviet crew repairs

25 Oct 2019, 14:20 PM
#1
avatar of Blebfeesh

Posts: 129

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.
25 Oct 2019, 14:24 PM
#2
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Yes please
25 Oct 2019, 15:25 PM
#3
avatar of Stug life

Posts: 4474

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
25 Oct 2019, 17:37 PM
#4
avatar of Blebfeesh

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.
25 Oct 2019, 17:44 PM
#5
avatar of Mr Carmine

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?
25 Oct 2019, 17:46 PM
#6
avatar of Stug life

Posts: 4474

They removed that part
25 Oct 2019, 18:10 PM
#7
avatar of ShadowLinkX37
Director of Moderation Badge

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.
25 Oct 2019, 18:32 PM
#8
avatar of Stug life

Posts: 4474

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 ?
25 Oct 2019, 18:38 PM
#9
avatar of elchino7
Senior Moderator Badge

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.
25 Oct 2019, 19:44 PM
#10
avatar of Blebfeesh

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.


25 Oct 2019, 19:46 PM
#11
avatar of Katitof

Posts: 17884 | Subs: 8


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.
25 Oct 2019, 19:46 PM
#12
avatar of Mr. Someguy

Posts: 4928

Strongly disagree, I like Crew Repair as it is. If anything, make it free considering the penalty.
25 Oct 2019, 19:52 PM
#13
avatar of Blebfeesh

Posts: 129

jump backJump back to quoted post25 Oct 2019, 19:46 PMKatitof

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
25 Oct 2019, 19:53 PM
#14
avatar of Stug life

Posts: 4474

jump backJump back to quoted post25 Oct 2019, 19:46 PMKatitof

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.
in quite sure they removed the munition reduction ,ask Sanders

edit just checked it does NOT decrease mun income, kat please the mod role is going futher way form u :snfPeter: u can't trip on thing like this :luvDerp:
25 Oct 2019, 19:55 PM
#15
avatar of Blebfeesh

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"
25 Oct 2019, 20:19 PM
#18
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post25 Oct 2019, 19:46 PMKatitof

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
26 Oct 2019, 08:39 AM
#19
avatar of Hannibal
Senior Moderator Badge

Posts: 3106 | Subs: 2

The ability is fine. It just looks stupid when your tank is getting shot at with apparently no visual feedback as to why it is unable to defend itself. No buff needed, it's the best allround ability of these three.

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.
26 Oct 2019, 08:59 AM
#20
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

The smoke on UKF's repairs is about as useful as the Valentine reverse maphacking its position to the enemy.
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