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Changes in how the repair kit is disrupted.


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I'm sure that all of you have noticed that when it comes to disrupting other peoples repair kits, some turrets can do it more easily than others, thats why i'm suggesting a change in how its done.

Firebird: First of all, its burn effect should no longer be able to disrupt repair kits by itself. Second, it will be able to disrupt a repair kit after staying on target for 1.5 seconds.
Freeze: Can disrupt repair kits after staying on target for 1.5 seconds.
Isida: Will disrupt repair kits after staying on target for 1.5 secons, but if its too much, we can reduce on 1 second.
Hammer: 1 hit to disrupt a repair kit.
Twins: About 4 or 5 hits to disrupt repair kit. (3 or 4 if Plasma Core Accelerators are equipped)
Ricochet: 3 hits to disrupt repair kit. (2 if Minus Field Stabilization is equipped)
Smoky: 2 hits to disrupt repair kit. (1 if Precision Targetting System is equipped)
Striker: 1 hit to disrupt repair kit.
Vulcan: Able to disrupt repair kits after staying on target for 1.5 seconds, but if its too much, we can change it to 1 second.
Thunder: 1 hit to disrupt repair kit. (2 if Lightweight Ordinance Autoloader is equipped)
Railgun: 1 hit to disrupt repair kit.
Magnum: 1 hit to disrupt repair kit.
Shaft: 1 hit to disrupt repair kit.
Mines: Same as now.


What do you guys think? :)

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Valid

Or a much simpler solution: taking 500 or more total points of damage after activating the repair kit stops any further repair. So a bit of afterburn, a stray Twins shot or a bit of splash damage won't stop the repair completely.

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I agree secondary / lingering effects like afterburn should not stop the RK.  Only direct action from a foe should stop the RK.

 

As for the direct action, I see no reason to change the current mechanism.  Yes turrets have different flexibility in this area.  That applies to all other aspects of the game too.  Smoky cannot one-hit a Hunter like Magnum can but it is better at suppressing enemy repair efforts.

 

The only way to have all tanks weapons to perform the same in every aspect of the game is to have one tank weapon in the game, total. This proposal seeks to "solve a problem" that is not really a problem but an intentional design feature.

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noob drugers want their drugs to be more effective? ahahaha dream on. if this gets implemented it will probably only take effect if you have a drone that costs 500k to buy and 1 million crystals to upgrade.

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noob drugers want their drugs to be more effective? ahahaha dream on. if this gets implemented it will probably only take effect if you have a drone that costs 500k to buy and 1 million crystals to upgrade.

This topic isn't about making supplies more effective. It's about disrupting the repair kit depending on the turret, because right now, some can do it more easily than others.

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I'm not a fun of the idea of repairs being interrupted, the repairs should be equal to everyone. It should give the same hp amount to everyone.

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This topic isn't about making supplies more effective. It's about disrupting the repair kit depending on the turret, because right now, some can do it more easily than others.

maybe suggest that the repair kit only heals the 1000health? ;)

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The repair kit should always heal 50% of the HP immediately because the system how it works today discriminates heavy hulls. When a light hull is under fire, it gets almost full HP but heavy hull gets just about ⅓ or ¼ of HP.

 

If this would be implemented, M4 Hornet would immediately get 1000 HP and then get the other 1000 HP in 3 seconds. M4 Titan would immediately get 2000 HP and then get the other 2000 HP in 3 seconds.

 

Heavy hulls should have the right to replenish its HP as fast and as effectively as light hulls.

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It would be better to have another version of the repair kit. That is a version that give 4000 HP of health without disrupting the repair when getting shot.

 

The current version of the repair kit should remain with its current stats.

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It would be better to have another version of the repair kit. That is a version that give 4000 HP of health without disrupting the repair when getting shot.

 

The current version of the repair kit should remain with its current stats.

 

Now why would we want to keep the current version of repair kits?

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Repair Kit used to be heal-per-second, like after you activate it will give you a certain amount of HP regen per second for some amount of seconds. I liked it that way and I think it should be that way. You shouldn't be able to interrupt repair kit. 

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Keeping the current version of the repair kit makes the balance of battles between druggers and non druggers better. Adding another version of the repair kit that heals 4000 HP in one uninterrupted go would consist of creating a dark green box that would be more rare.

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Keeping the current version of the repair kit makes the balance of battles between druggers and non druggers better. Adding another version of the repair kit that heals 4000 HP in one uninterrupted go would consist of creating a dark green box that would be more rare.

and you can only purchase it in shop)))  :ph34r:

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No. It would be purchasable in the garage, but more expensive.

 

Small maps will not have this special repair kit, medium maps will have one on each side of the map, and large maps will have two on each team side.

 

Special repair kits will be more rare than the current one and daily mission chains will give half the amount of this rare special repair kit.

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Now why would we want to keep the current version of repair kits?

Because the current version has been a wonderful positive change from the previous version.  Now RK usage comes with thinking.

We do not need a 2nd 'big instant' RK type either.

 

Repair Kit used to be heal-per-second, like after you activate it will give you a certain amount of HP regen per second for some amount of seconds. I liked it that way and I think it should be that way. You shouldn't be able to interrupt repair kit. 

There is no Universal Law of Gaming that says NO Game Shall Allow Repair Kits To Be Interrupted.

 

Learn to play this game with these rules.  I am sure there is another game out there with non-interruptable repair kits. In TO they can be interrupted.  The current RK rules are interesting and work well.  

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Because the current version has been a wonderful positive change from the previous version.  Now RK usage comes with thinking.

We do not need a 2nd 'big instant' RK type either.

 

 

There is no Universal Law of Gaming that says NO Game Shall Allow Repair Kits To Be Interrupted.

 

Learn to play this game with these rules.  I am sure there is another game out there with non-interruptable repair kits. In TO they can be interrupted.  The current RK rules are interesting and work well.

 

I'm definitely not saying that we should revert back to the old repair kit. I'm saying that some turrets can disrupt a repair kit more easily than others, and fires burning effect can do the same as well. And this is a problem.

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Because the current version has been a wonderful positive change from the previous version.  Now RK usage comes with thinking.

We do not need a 2nd 'big instant' RK type either.

 

There is no Universal Law of Gaming that says NO Game Shall Allow Repair Kits To Be Interrupted.

 

Learn to play this game with these rules.  I am sure there is another game out there with non-interruptable repair kits. In TO they can be interrupted.  The current RK rules are interesting and work well.  

You say that because you're a camper, because you benefit from the status-quo, and you're just looking for any opportunity to tell others how smart you are.

 

Do you really think players are not thinking when they use Repair Kits? Probably not.

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You say that because you're a camper, because you benefit from the status-quo, and you're just looking for any opportunity to tell others how smart you are.

 

Do you really think players are not thinking when they use Repair Kits? Probably not.

You sure are throwing some provocative replies these days, Pease don't, this is a discussion, not a roasting contest.

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You sure are throwing some provocative replies these days, Pease don't, this is a discussion, not a roasting contest.

I don't think the word 'camper' is provocative, it's just a word that serves to put things in context. I sometimes camp and use Heavy Hulls too.

 

The new Repair Kit benefits some Turrets and play styles more than others, therefore there is not reason for those benefiting to tell others to think when they use a Repair Kit, as if they are not thinking already. That's provocative, among other things.

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Meh, don't sweat it Deez. Trollmo s just a troll who has decided to up the ante by stalking me around the forum.  In some forums stalking get ya banned. But no big deal he's just some confused jamoke who seems to hate gaming in general and TO in particular so he spends his free time here.

 

To return to the topic.... it isn't a 'problem' that some turrets interrupt RKs easier than other. That is just an example of how different turrets have different sets of strengths and weaknesses. There are any number of things the different guns do differently. Not only can't all these differnces be eliminated we don't want them eliminated.  Vive la difference!

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Just because I leave a tankiforum tab open while I'm doing other things doesn't mean I spend my free time here. At least I'm not the one writing walls, and looks like I'm not the one visiting other forums too.

 

Back to the topic again, there should be an update to the repair kit.

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