Bring back the crewman's wrench?

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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Bring back the crewman's wrench?

Post by Outlawz7 »

Why does everyone say, that if crewmen get a wrench, the tanks will be indestructible?

There's plenty around to kill tanks and plenty more to decapitate crewmen sitting outside their armor.

If a crewman repairs his tank with a wrench in the middle of nowhere, all of a sudden that is ridiculous and unacceptable, but if a bunch of engineers do it with the same effect of keeping the tank alive in the middle of the battle, then it's teamwork and everyone have orgasms at "hey that tank got hit and a bunch of engineers welded him back together, yay"

...Crewmen wrenching tanks is no different than engineers doing the same, only difference is that you need a third person who gets rewarded with dying from getting teamkilled and killed all the time. So either give wrenches back to crewmen or nerf the engineer wrench so it can't repair armor or vehicles at all - then everyone can happily retreat back to base ever after.
Last edited by Outlawz7 on 2008-05-07 13:03, edited 1 time in total.
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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Bring back the crewman's wrench?

Post by Teek »

The reason why crewman wrenches was that when ever a Tank took a hit, it would pull back out of sight and reappear a minute late full health, esp. lone wolf tanks.
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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Bring back the crewman's wrench?

Post by M.Warren »

Bring back the crewman wrench at a price.

If it is implemented again it should only repair the tank up to 25% health, essentially on a better than nothing basis. This is simply to help stop the tank from burning and extinguish the flames so that the tank can be kept up and running but still vulnerable to tank fire as it still can be destroyed in 1 hit if it is at 25% health. This will still preserve the importance of having an engineer as he will still be needed if any severe damage has been withstood such as a disabled turret or a thrown tread and return back up to a 100% operational status.

Give engineers back thier ammo/repair utility vehicles.

It's been suggested by myself and others already, but truely the engineer vehicles should be brought back. Atleast have the engineer truck repair vehicles as fast as the Command Post. But also have it rearm ammo at 50% speed of the Command Post so that you can still reside on the battlefield but at the cost of speed for convienience.

Also another note about the engineer trucks. They should be given 2 standard ammo dumps (Not supply crates.) so that engineers have a means to deploy minefields without the potential possiblity of some random person stealing the vehicle for thier own use as only engineers can operate them. Besides the engineer trucks does not even have a .50 caliber MG on it, additional ammo dumps are an acceptable compensation.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Bring back the crewman's wrench?

Post by Outlawz7 »

Hooray for Warren.
Teek wrote:The reason why crewman wrenches was that when ever a Tank took a hit, it would pull back out of sight and reappear a minute late full health, esp. lone wolf tanks.
And crewed tanks which get hit, pull back, get repaired by the engineer and come back out, are not an issue?

I already present the perfect risk a crewman wrenching his tank would have to take - die while outside your tank. If you engineer gets shot, you don't give a damn, you just go back and pick him up, but if you died while repairing the tank yourself, then it would have serious consequences for you as you'd had to retrieve the tank and risk getting killed again or just waste an asset in the middle of nowhere - or not die and you're saved.
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Psyko
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Joined: 2008-01-03 13:34

Re: Bring back the crewman's wrench?

Post by Psyko »

Sirsolo wrote:It would make most tanks near indestructible...
If you havnt destroyed the tank fully on the first try, then the tank has allready survived and is fully within it's rights to repair IMO. But saying that...i play armour more than infantry or air on PR, and mostly the weapons are good enough to destroy the tank or immobilise it within a two hit combo. C4 X2 destroyes, mines destroy and on some occasions only took out a track (good effect ;) ) RPGs take years to kill tanks, and HATs usually can take it out with a vertical strike or rear strike but mostly takes 2 good hits.

My point is, if it aint dead, then you havn't done your job.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Bring back the crewman's wrench?

Post by Waaah_Wah »

M.Warren wrote:Bring back the crewman wrench at a price.

If it is implemented again it should only repair the tank up to 25% health, essentially on a better than nothing basis.
That is not possible. You cant limit how much you can repair something, only the speed

And no for the love of God dont bring it back in. I actually like the advantage of having an engineer in my tank. And Outlawz, yes tank would get "indestructable" if the wrench is returned. Remember 0.6? You had one man tanks standing on hilltops shooting everything in sight, and when you finally hit them with that HAT they reversed, repaired and came up again 2-3 min later. When i shoot a tank i actually want him to either blow up or gtfo. I dont want him to reverse behind a hill for repairs. In 0.6, i could easily go 40+ - 0 when i was soloing in a tank. I dont think that i've died more than like 5 times when outside of my tank.
Last edited by Waaah_Wah on 2008-05-07 13:49, edited 1 time in total.
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bosco_
Retired PR Developer
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Re: Bring back the crewman's wrench?

Post by bosco_ »

What's next, the minimap? :P
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77SiCaRiO77
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Re: Bring back the crewman's wrench?

Post by 77SiCaRiO77 »

Waaah_Wah wrote: And no for the love of God dont bring it back in. I actually like the advantage of having an engineer in my tank. And Outlawz, yes tank would get "indestructable" if the wrench is returned. Remember 0.6? You had one man tanks standing on hilltops shooting everything in sight, and when you finally hit them with that HAT they reversed, repaired and came up again 2-3 min later. When i shoot a tank i actually want him to either blow up or gtfo. I dont want him to reverse behind a hill for repairs. In 0.6, i could easily go 40+ - 0 when i was soloing in a tank. I dont think that i've died more than like 5 times when outside of my tank.
uhum, and how is that diferent from an engenier repairing the same tank behindthe same hill and inthe same amount of time ?
Outlawz7
Retired PR Developer
Posts: 17261
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Re: Bring back the crewman's wrench?

Post by Outlawz7 »

77SiCaRiO77 wrote:uhum, and how is that diferent from an engenier repairing the same tank behindthe same hill and inthe same amount of time ?
Exactly.
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bosco_
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Re: Bring back the crewman's wrench?

Post by bosco_ »

Having to have an engineer promotes teamwork
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Waaah_Wah
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Re: Bring back the crewman's wrench?

Post by Waaah_Wah »

^^Exactly, and not all tanks have engineers (hehe usualy only mine ;) ). And i like that fully crewed tanks have this advantage. Why do you have a problem with returning to base to find an engineer instead of bailing out to repair?
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
bigwookie
Posts: 123
Joined: 2005-09-23 22:56

Re: Bring back the crewman's wrench?

Post by bigwookie »

i agree with Outlawz
[R-PUB]bosco wrote:Having to have an engineer promotes teamwork
on a organised match maybe but on a public server you cant count on anyone wanting to be a engineer when they could have a scoped rifle and kill people instead of been a spanner monkey.
TheSkudDestroyer
Posts: 171
Joined: 2007-11-20 00:05

Re: Bring back the crewman's wrench?

Post by TheSkudDestroyer »

I don't seem to ever have a problem finding a reliable engi for my tanks.
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bigwookie
Posts: 123
Joined: 2005-09-23 22:56

Re: Bring back the crewman's wrench?

Post by bigwookie »

your lucky then, theres many a time you see tanks a pillboxes
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Re: Bring back the crewman's wrench?

Post by ReaperMAC »

[R-PUB]bosco wrote:What's next, the minimap? :P
No... bringing back SL spawn :roll:

P.S. you can always find a decent engineer on Tactical Gamer, so I don't see the problem of 'finding' engineers who want scopes and want to kill people :roll: .
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Bring back the crewman's wrench?

Post by DeltaFart »

BUt remember Reap, that's TG, its like a whole other mod there
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Bring back the crewman's wrench?

Post by Waaah_Wah »

I dont have any problems with finding engineers on T&T or the RIP servers either... Or .:iGi:. for that matter
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Bring back the crewman's wrench?

Post by Outlawz7 »

[R-PUB]bosco wrote:Having to have an engineer promotes teamwork
Ok, then make engineering more user friendly and sane.
Last time I had people that wanted to be engineer, they requested a marksman kit after dying once or thought that wrenching me for 5 seconds is enough.
Even if I get an engineer on TG, they usually leave/change squad in about 20 minutes because no one wants to just drive around on top of a tank getting killed and jumping around wrenching it for several hours on several maps.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Bring back the crewman's wrench?

Post by HughJass »

it was a taken out for a reason, a reason so simple that I am amazed people fight today over. Good topic tough.

anyway: no
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77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Re: Bring back the crewman's wrench?

Post by 77SiCaRiO77 »

i say remove the wrench completaly and add a recovering vehicle that repairs/rearm vehicles , just like the old .5 .
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