Helicopters/Tanks repairing takes longer?
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Aljen
- Posts: 399
- Joined: 2006-11-14 14:48
Will be engineer still able to repair tanks?
(APCs and other ground vehicles are ok - they do not live for long when I hold HAT in my hands)
And considering that repair jeep stealing issue: lets make repair jeep/truck a deployable commander asset.
(APCs and other ground vehicles are ok - they do not live for long when I hold HAT in my hands)
And considering that repair jeep stealing issue: lets make repair jeep/truck a deployable commander asset.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Ah fair enough, not really done much armour in .6 yet. Is it realistic for tank crews to be clearing mine at all or do infantry get sent in to do the job?Cp20000 wrote:AnRK, the crewmen cant remove mines in 0.6, also they cant repair bridges and it takes atleast twice the time to repair a tank with the crewman wrench than with the engineer wrench.
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ReaperMAC
- Posts: 3055
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Im pretty sure specialized infantry (some form of engineers) get sent in to clear the mines. Tank crews would usually stay in their vehicles anyways.AnRK wrote:Ah fair enough, not really done much armour in .6 yet. Is it realistic for tank crews to be clearing mine at all or do infantry get sent in to do the job?

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BurnUnit
- Posts: 11
- Joined: 2007-08-14 07:09
back to the main concept here:
choppers should have to shut down to re-arm and repair. No more drive-thru repairs while hovering, you have to take the key out of the ignition after a safe landing to let the invisible helipad crew heal you up or load you up. This adds the thirty second startup time after you're repaired for the rotors to warm up, allowing whoever shot you the advantage they deserve for taking you out of commission.
choppers should have to shut down to re-arm and repair. No more drive-thru repairs while hovering, you have to take the key out of the ignition after a safe landing to let the invisible helipad crew heal you up or load you up. This adds the thirty second startup time after you're repaired for the rotors to warm up, allowing whoever shot you the advantage they deserve for taking you out of commission.
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General Dragosh
- Posts: 1282
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Or just remove the wrench from the combat engenier and crewman.............and make a limited kit Engenier with a blowtorch !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!'Berry[13thmeu wrote:;463328'] Further more i think the "wrenches" should be removed from the game and in place of them should be a comander deployed repair station or somthing of the sort.
I want that combat engeniers are explosives pros only...c4 & or some other explosives
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Celestial1
- Posts: 1124
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I think it would be much better to keep the "magic" wrench around until the DEVs find the spare time to replace the model with a blowtorch, or whatever may happen. INSTEAD, I think it may be more beneficial to restrict certain tasks (IE, commander assets, airfield repair, perhaps even mines if it makes sense, bridges etc.)to the shovel and the restrict wrench to vehicles & command post/AAA; the shovel's "dust" may cause a position to be revealed a la removing mines, repairing bridges, and fortifying commander assets.
More on topic; I think the Tanks have a fine repair time. No silly repair station, please. Just a reason for more and more vehicles to crowd around it. As for choppers, I find hovering to not be a big deal. When a helipad isn't open (which it would normally always be clear) that should be the only reason for a helicopter to hover (near a supply truck so he's not fully out of commission for repairs. "Ignition out" time seems kind of testy because, at the time that a helicopter takes for repairs, it generally takes over the 30 second warm up time if it's taken a beating, so really it doesn't seem quite right in my opinion to have to 'eject' when landing, as it's going to leave for waiting for an extremely small resupply take another 30 unneeded seconds. Again, this isn't my mod, so it's not my decision-just my opinion. Power and speed to the AA missles for the win. Make the jets fear going into unchecked areas and be used more for "backup" than "rape".
More on topic; I think the Tanks have a fine repair time. No silly repair station, please. Just a reason for more and more vehicles to crowd around it. As for choppers, I find hovering to not be a big deal. When a helipad isn't open (which it would normally always be clear) that should be the only reason for a helicopter to hover (near a supply truck so he's not fully out of commission for repairs. "Ignition out" time seems kind of testy because, at the time that a helicopter takes for repairs, it generally takes over the 30 second warm up time if it's taken a beating, so really it doesn't seem quite right in my opinion to have to 'eject' when landing, as it's going to leave for waiting for an extremely small resupply take another 30 unneeded seconds. Again, this isn't my mod, so it's not my decision-just my opinion. Power and speed to the AA missles for the win. Make the jets fear going into unchecked areas and be used more for "backup" than "rape".
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77SiCaRiO77
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VipersGhost
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Lampshade111
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workingrobbie
- Posts: 188
- Joined: 2007-02-22 23:45
What are you repairing with? A crewmens wrench?Lampshade111 wrote:Repair times don't seem too short to me. Tanks take a plenty of time to repair and the light helicopters take long enough to repair considering how anything damages them.
You can fix a tracked tank with an engineer in under a minute. I'm all for increasing repair times.
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