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Posted: 2008-01-07 01:36
by Outlawz7
Actually I think we are supposed to use commander trucks as taxi's, since there's no more Humvees or Vodniks....

Posted: 2008-01-07 03:45
by Tannhauser
Personaly, they should at least spawn 2 light vehicles and ono fast repair vehicle at main. There is a lot of light vehicles IRL, why would they be so hard to spawn there?
In a map like Kashan, where mobility is key, having so few light vehicles is not helping at all.

Posted: 2008-01-07 04:13
by Sabre_tooth_tigger
co truck should be used as troop transport because it is a squad asset imo and is needed to build the firebase, etc
I dont see it as being returned to base as proper transport, it should stay with the squad that is building basically, more then 1 shovel is a good idea

1 eng guy driving off solo is another thing however

Posted: 2008-01-07 14:41
by ReaperMAC
willgar wrote:The enginners magic wrench / 1 man wonder vehicle is a cheesy throwback to vanilla. I play engineer often and it is a great class but the idea that one man can reapir a tank or blown bridge in 1 min with a wrench is not a good gameplay mechanic.
:confused: Repairing tanks and bridges take longer as it is, throw in little protection and little maneuverablility; seems balanced to me.
willgar wrote:Playing as unsurported infantry/miltia with a few LATS.
Shouldn't be playing unsupported. Teamwork and tactics is key. Disengage, flank, maneuver around armor if you can't defeat it; or better yet, call for help.
willgar wrote:getting "camped" by armour that can be constantly reapaired in the field by a few prone engineers is silly. I want armour to have to disengage and run back to a rear base when they get low on ammo or sustain damage.
Its not bad, but, ideally if you are able to take care of your armor better than the other team's, you should have the advantage. The repair jeeps do not appear nor do they have to appear on every map. Or take it even one step further, as Sadist Cain suggested, have the repair jeeps on limited ammo, having to resupply at bunkers and bringing it to Armor to resupply. That, in-turn, creates a supply chain and vital to the other team to take out resupply jeeps.
willgar wrote:it makes for a great ambush potential which is a fun gameplay element that the "magic wrench" and field resupply removed.
You can still ambush, you just have to know when and where ;-)

Posted: 2008-01-07 20:34
by willgar
ReaperMAC wrote: :confused: Repairing tanks and bridges take longer as it is, throw in little protection and little maneuverablility; seems balanced to me.



Shouldn't be playing unsupported. Teamwork and tactics is key. Disengage, flank, maneuver around armor if you can't defeat it; or better yet, call for help.



Its not bad, but, ideally if you are able to take care of your armor better than the other team's, you should have the advantage. The repair jeeps do not appear nor do they have to appear on every map. Or take it even one step further, as Sadist Cain suggested, have the repair jeeps on limited ammo, having to resupply at bunkers and bringing it to Armor to resupply. That, in-turn, creates a supply chain and vital to the other team to take out resupply jeeps.



You can still ambush, you just have to know when and where ;-)

Your entitled to you opinion :grin: , however - the ability for one guy and a wrench to repair a tank that has sustained moderate damage from rpg/lat/hat while it is still engaged in combat seems somewhat unrealistic and cheesy. The ability of one guy and a wrench to fix a 100 ton bridge that has been blown in half in just a few minutes with his wonder tool is also pretty cheesy. I read all your responses and you can explain to me abaout flanking, combined arms etc (although many maps/modes are asymetrical so it is often infantry versus armour with no support) but if you truly belive that tanks should'nt have to fall back to rear areas to receive major repairs then we will have to agree to differ.

Personally, i think that tanks should be able to be repaired only when they are within a certain distance from a firebase / main base and during repair be unable to move. In reality, a tank repair would take hours and require multiple people - for the sake of gameplay - this is not enjoyable but the idea of the current super engineer is flawed. From my limited understanding, 60 ton tanks require a little bit more than one man and his swiss army knife to fix...

Posted: 2008-01-07 23:28
by ReaperMAC
willgar wrote:Your entitled to you opinion :grin: , however - the ability for one guy and a wrench to repair a tank that has sustained moderate damage from rpg/lat/hat while it is still engaged in combat seems somewhat unrealistic and cheesy.
You do have a point on that, but as I said, it now takes longer for a single engineer to wrench up the tank, therefore making him/her and the tank vulnerable to fire.
willgar wrote:The ability of one guy and a wrench to fix a 100 ton bridge that has been blown in half in just a few minutes with his wonder tool is also pretty cheesy


You could argue that getting shot in the head/chest/etc. and getting "revived" back to life with shock paddles is cheesy too; but it simulates medics doing their job and helps improve teamwork/gameplay. Therefore, it is pretty essential for gameplay but if you want to make it completely realistic, it would take weeks/months (rather than minutes or hours) to completely rebuild/repair a bridge.
willgar wrote:From my limited understanding, 60 ton tanks require a little bit more than one man and his swiss army knife to fix...
Same could be said about shock paddles, but its better for gameplay/teamwork than having to take the tank apart or whatever is necessary to repair tanks.

But in the end, it's not our mod, if there are any more changes, I will adapt and move on :)

Posted: 2008-01-08 00:28
by willgar
ReaperMAC wrote:You do have a point on that, but as I said, it now takes longer for a single engineer to wrench up the tank, therefore making him/her and the tank vulnerable to fire.



You could argue that getting shot in the head/chest/etc. and getting "revived" back to life with shock paddles is cheesy too; but it simulates medics doing their job and helps improve teamwork/gameplay. Therefore, it is pretty essential for gameplay but if you want to make it completely realistic, it would take weeks/months (rather than minutes or hours) to completely rebuild/repair a bridge.



Same could be said about shock paddles, but its better for gameplay/teamwork than having to take the tank apart or whatever is necessary to repair tanks.

But in the end, it's not our mod, if there are any more changes, I will adapt and move on :)
The shock paddles are cheesy :) and i agree - adapt and move on! As i said earlier, i play eng a lot and i will still prone and wrench a tank/apc that is in combat and i will keep doing it as it is effective tactic....

Posted: 2008-01-08 00:55
by M.J.Patterson
I think there should be a bonus if the engineer has one sitting nearby but the jeep itself shouldn't repair.

Posted: 2008-01-08 01:05
by VipersGhost
[R-DEV]M.J.Patterson wrote:I think there should be a bonus if the engineer has one sitting nearby but the jeep itself shouldn't repair.
This is a good idea for sure.


I also think the tank "repair-within-firebase-range" is a pretty good idea! It could simulate a supple-line advantage for tanks...plus help encourage keeping them integrated into the main fight and supporting infantry possibly creating more of a frontline battle.

Often tankers are scattered about in the hills in the same positions, covering the same lines as snipers...probably not normal tank tactics. Though these tactics would still be possible but you would be cut off from the supply-line and not have any repair abilities. maybe it could be just a repair bonus...where an engy could repair you in the field as well just so you could get back to base if tracked, but the repairs would be very slow. Back at the firebase/bunker radius, repairs would go very quickly. You should put up a post in the suggestion area to see what people think.