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Repair kit effects should be immediate


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Out of all the supplies we use or can pickup only the repair kit has a delay.

 

It costs the most of all supplies and yet often times as soon as you try to repair yourself you get smacked about the time the repair kit is healing you.

 

It is very frustrating to use one or come across one and see the repair icon show up only to be hit by a tank and explode - I'm not talking about someone who has double power or a superior weapons but when you are on low health and trying to get a repair even a single shot from ricochet, twins, or even being touched by an isida is often times enough to fully kill you before the repair kit fills up your health.

 

I would like to see repair kits immediately bring you to full health the same way that the other supplies' effects become immediate upon use.

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Would the repair kit instantly heal you and go away or would it instantly heal you and slowly fade out.

( would it fully heal and keep healing, or would it only fully heal)

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It takes more skill to use it the way it is made now. With the right technique you can get the most out of your repair kit and get it to heal you for more than your total health. If it was made instant and the healing would stop at full health, then the repair kit would become extremely unbalanced and underpowered for light hulls, as they would get a lot less HP for the 150 crystals it costs. That's the way it used to be and it was fixed recently. I think with the current system it's as good as you can get it. Just don't leave it to the last bit of health to activate it and you won't waste it.

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That would be akin to arguing that using a double armor supply on a Wasp versus a Mammoth would be wasteful or a double damage on Twins would be wasteful compare to using it with a Railgun.

 

Yeah, obviously, some hulls or turrets will get more of an advantage using one power up over another. But when you pick one up or use on the effect is immediate.

 

Problem is when you are on the last bit of health and your health bar is 99.9% empty using the repair kit should repair you right away, immediately, and to 100% in a microsecond - but - there is enough delay for the bar to fill up that someone can get in a cheap shot before you get 100% health back.

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The Health Kit is already OP in my opinion. :blink:

It heals you already by a lot even after you picked it up.

An after-heal. It also wards off Firebird effect, and Freeze effect. <_<

 

Furthermore it makes Druggers a LOT more powerful, and already makes a huge impact on whether or not you capture the flag.

Buffing it more is not reasonable.

 

Obviously if you're using the health pack when you have a sliver of health left, you're risking the chance of getting killed before you can heal yourself, to get the maximum benefit.

 

The after-heal is very significant, it heals you a lot, like I said.

If it gets the ability to automatically heal ASAP, then it should get nerfed in other areas.

 

If anything, the health pack is more of a "cheap" shot. It makes your enemy basically fight two or more tanks at once, just by versing one tank in reality. This gap in time gives it a very small weakness. I say 2+ tanks because that's not counting if the user is already on other drugs, etc. Which makes it even more powerful.

Like MAFIOZA had said, just heal yourself earlier. There is also the after-heal.

 

Or we can possibly compromise and say this ->

 

Health kit can automatically heal, but the after-heal is taken away.

Or Health kit can automatically heal, but the after-heal is taken away and it cannot ward off Burn/Freeze.

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Is that to keep someone from pressing "repair" all the time - so the small delay makes it impossible to keep 100% health at all times?

No. Even if the repair kit healed instantly, there would still be the 30 second cooldown that stops you from using it non-stop. You can try the repair kit with no cooldown in Parkour mode to compare, if you want to. There is another important reason why the repair kit doesn't heal instantly, but I don't know it for sure, so I'm not going to try and give false information.

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Well I was thinking of a situation where someone with shaft and mammoth was being hit by stray ricochets or plasma balls from twins - they might be hidden enough to never get hit directly, but, enough damage could occur so that it takes longer than the cooldown period to drop the health to 0.

 

In such a case without direct confrontation with other tanks one could stay at 100% health all the time if there was no delay in the repair process.

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Well I was thinking of a situation where someone with shaft and mammoth was being hit by stray ricochets or plasma balls from twins - they might be hidden enough to never get hit directly, but, enough damage could occur so that it takes longer than the cooldown period to drop the health to 0.

 

In such a case without direct confrontation with other tanks one could stay at 100% health all the time if there was no delay in the repair process.

Yes, this sort of situation is very easy to set up. Get a twins M0 (or even a few of them) and get them to shoot at a Mammoth M3 with fully upgraded armour AND wearing Rock with fully upgraded Twins protection. At that rate the twins will never be able to kill the Mammoth in the 30 seconds between the repair kit cooldowns, which is completely fair because the Mammoth invested in the better equipment and chose protection from Twins. The game is still balanced because that sort of situation never happens in normal battles for many reasons, which I don't think I need to list...

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