I think it would be a good idea to limit the engineers effectiveness on repair tanks in the field. This happens to often where guys get in a fight and an engineer just repairs and repairs. It also helps promote tanks to not run with the infantry/group but instead slink around in the mountains like armored snipers...cutoff from troops and supplies.
It might be a good idea to simulate the effect of being with the supply line to give engineers a great reduction in repair abilities but give them a boost (to normal levels) when near a friendly flag/bunker or firebase. This is basically the supply line.
Tanks could still go rogue but they would be cut off from supplies and repair capabilities. Yes engys could still repair them but it would be slowly...basically to simulate them working enough out in the field just to fix the track and then get back to base to fully repair/resupply.
I think this would promote more realistic tanking and teamwork between the infantry and other armor.
btw I saw someone else suggest something like this and thought it would be a good idea to post.
Tank Repairing - Bonus to Engy's near firebase/bunker=more TW
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VipersGhost
- Posts: 1171
- Joined: 2007-03-27 18:34
Tank Repairing - Bonus to Engy's near firebase/bunker=more TW
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
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Bisclaveret
- Posts: 22
- Joined: 2008-01-01 02:28
https://www.realitymod.com/forum/f18-pr-suggestions-feedback/33624-recovery-vehicles.html
I posted something similar about that, for a use of a vehicle that IRL is used for repair on heavy tanks. Maybe, since they can't add towing, use of that vehicle would be like the use of repair facilities or give a boost to the engineer. (or be like the old repair/supply vehicle, but faster, while the engineer by itself would take a long, long time)
As engineer is one of the kits I take nearly full time (the other is medic or SAW) I can admit that it's still way to easy for you to keep tanks or other vehicles up, even with the wrench taking a much longer time to repair now. On maps like Kashan, especially, i've been able to keep a 2-3 tank line up on the mountains overlooking the bunker complex by having an extra 2 or 3 engineers and a HMMWV (helps to have a firebase somewhere nearby when the HMMWV gets destroyed or someone inevitably gets sniped) running between tanks. We all get out and wrench up a tank, then get back in and drive to the next in the line as they respond to us over VOIP that they're getting hit. As long as a tank doesn't come up from behind unexpectedly or they don't get 2-3 HATs at once most of the time we don't lose them or only lose 1, which is easily replaced.
Removing or hampering the ability of the engineer's magic wrench to field-repair obviously non-repairable situations (tracked/gun mount destroyed, immediately on fire, etc) and having a vehicle or facilities to do so would make a welcome, imo, gameplay change and fit into much more realistic gameplay then having magic ducttape cure everything.
Honestly, they've been making many changes to increase the realism and try to escape the "vBF2"ness of PR in this release, but we still have things like an engineer that has a wrench that fixes everything in the middle of nowhere with no supplies needed, and medics that have a magical healthkit with infinite bandages/adrenaline/etc.
I posted something similar about that, for a use of a vehicle that IRL is used for repair on heavy tanks. Maybe, since they can't add towing, use of that vehicle would be like the use of repair facilities or give a boost to the engineer. (or be like the old repair/supply vehicle, but faster, while the engineer by itself would take a long, long time)
As engineer is one of the kits I take nearly full time (the other is medic or SAW) I can admit that it's still way to easy for you to keep tanks or other vehicles up, even with the wrench taking a much longer time to repair now. On maps like Kashan, especially, i've been able to keep a 2-3 tank line up on the mountains overlooking the bunker complex by having an extra 2 or 3 engineers and a HMMWV (helps to have a firebase somewhere nearby when the HMMWV gets destroyed or someone inevitably gets sniped) running between tanks. We all get out and wrench up a tank, then get back in and drive to the next in the line as they respond to us over VOIP that they're getting hit. As long as a tank doesn't come up from behind unexpectedly or they don't get 2-3 HATs at once most of the time we don't lose them or only lose 1, which is easily replaced.
Removing or hampering the ability of the engineer's magic wrench to field-repair obviously non-repairable situations (tracked/gun mount destroyed, immediately on fire, etc) and having a vehicle or facilities to do so would make a welcome, imo, gameplay change and fit into much more realistic gameplay then having magic ducttape cure everything.
Honestly, they've been making many changes to increase the realism and try to escape the "vBF2"ness of PR in this release, but we still have things like an engineer that has a wrench that fixes everything in the middle of nowhere with no supplies needed, and medics that have a magical healthkit with infinite bandages/adrenaline/etc.
Last edited by Bisclaveret on 2008-01-09 03:47, edited 1 time in total.
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Tannhauser
- Posts: 1210
- Joined: 2007-11-22 03:06
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Michael_Denmark
- Posts: 2196
- Joined: 2006-07-10 09:07
Sounds both useful and logical in my opinion.
Define irony. A bunch of guys playing PR year after year. A game teaching initiative as the prime mover.
However, in regard to EA, these guys never took the initiative.
However, in regard to EA, these guys never took the initiative.


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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
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Bisclaveret
- Posts: 22
- Joined: 2008-01-01 02:28
It makes a lot better sense then a lone engineer (or 2-3) repairing an entire armored company while miles away from any supplies or support.Tannhauser wrote:A comeback for the Repair Jeep but with different use?![]()
I'm not asking for WW2 Online style, where to repair a bridge you'd have to spawn as a combat engineer and you'd get 1 sheet of metal/span and hike to the bridge, deploy your sheet, then hike back 60 times. (for one, thats an MMO so there's a lot more then 32 players doing it, and we don't have THAT much time

