Spanner ammo - Limited repair
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Heliocentric
- Posts: 115
- Joined: 2006-06-30 21:44
Spanner ammo - Limited repair
not a major change, but i believe that this could be an improvement on the repair dynamic.
give spanners an ammo allowance, this is expended repairing. accelerate the rate of repair on a spanner, but have it that at full speed it will deplete in around 10 seconds perfrming around 20 seconds of repair as it stands now, taking around 1 min to refil from a single ammo bag or rally point. But a supply crate can refill the ammo at a much greater rate, allowing almost constant repairs.
Result? Repairing a full vehicle is generally much slower, quick repair jobs faster, riflemen can aid repairs with ammo bags "just hold that while i weld it in place" supplys will be requested for vehicle repairs at a disabled vehicle (supply drops might take too long at current for that to be done) or a supply drop at a could be dropped at a deffencible location and used to speed the repairs of vehicles that will pulled back.
I've bared in mind that apcs and cars give ammo, infact, thats needed for the longer repairs as the spanner quickly runs out.
Sidenote: 1 engineer repairing a bridge should be much slower, but 2 with an ammo bag or 3 should be able to throw it up quickly under this system.
give spanners an ammo allowance, this is expended repairing. accelerate the rate of repair on a spanner, but have it that at full speed it will deplete in around 10 seconds perfrming around 20 seconds of repair as it stands now, taking around 1 min to refil from a single ammo bag or rally point. But a supply crate can refill the ammo at a much greater rate, allowing almost constant repairs.
Result? Repairing a full vehicle is generally much slower, quick repair jobs faster, riflemen can aid repairs with ammo bags "just hold that while i weld it in place" supplys will be requested for vehicle repairs at a disabled vehicle (supply drops might take too long at current for that to be done) or a supply drop at a could be dropped at a deffencible location and used to speed the repairs of vehicles that will pulled back.
I've bared in mind that apcs and cars give ammo, infact, thats needed for the longer repairs as the spanner quickly runs out.
Sidenote: 1 engineer repairing a bridge should be much slower, but 2 with an ammo bag or 3 should be able to throw it up quickly under this system.
Last edited by Heliocentric on 2007-09-24 00:27, edited 1 time in total.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
but a tank crew at best would be 2 crewmen and 1 engineer on the 50 cal wouldn't it?
Rifleman needs a seat if this system was implemented- or supply drop would do.
Though really tanks should have to withdrawto someplace with proper repair facilities in IRL anyway?
But yeah, agree 100% bridge repair needs to be different. Would be brill if u could make pontoon bridges or somit.
Rifleman needs a seat if this system was implemented- or supply drop would do.
Though really tanks should have to withdrawto someplace with proper repair facilities in IRL anyway?
But yeah, agree 100% bridge repair needs to be different. Would be brill if u could make pontoon bridges or somit.
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pasfreak
- Posts: 645
- Joined: 2007-07-13 01:50
um.....vehicles hardly get repaired at all now.
the wrench is only good for repairing bridges and assets now.
the wrench is only good for repairing bridges and assets now.
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
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daranz
- Posts: 1622
- Joined: 2007-04-16 10:53
How do supply trucks fit in with this?
I usually drive around in a supply jeep, drive up to tanks, and fix them then. I prefer that to sitting on the MG. If the wrench ammo is to be implemented, then supply jeeps should provide the ammo quickly, to simulate taking supplies from the vehicle and using them for repairs.
I usually drive around in a supply jeep, drive up to tanks, and fix them then. I prefer that to sitting on the MG. If the wrench ammo is to be implemented, then supply jeeps should provide the ammo quickly, to simulate taking supplies from the vehicle and using them for repairs.

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Heliocentric
- Posts: 115
- Joined: 2006-06-30 21:44
WTF!Juba wrote:They already took away Crewman repairs, if you make it so Engineers can not even repair armor is going to get used less and less or used so cautiously it will not have an effect on the battle.
I make a suggestion that doubles the rate an engineer can repair armor (if well supplied) and you complain i'm nerfing armor? and yes it will need to be used cautiously, as apposed to rambo.
But i fail to see the scenario where a tank would "not be used" or "have no influence".
I forgot to mentin that under this idea the repair truck may need to lose its repair ablity while accelerating its ammo refil to ensure it acts as a supply crate for the spanner.
A single engineer with parts and materials (supplydrop/ammo bags) should be able to repair better than an engineer without these things. Tanks used carefully? needing to return to base, call in the repair truck or commander assistance to fully repair? making getting immobilised terrifying?
I actualy think that the "dirty wrench" should be brought back,but as well as repairing slower, have a lower amount of stored ammo. so much so that a crewman repairing an apc even with a supply drop would take twice a current engineers repair time, but since the engiee has a *2 he would be 4 times faster than a crewman, and carrying 4 times the "repair ammo".
So, a crewman would do 1/4 the work in the same time, but once the spanner is "empty" the crewman would be refilling at 1/4 the rate from any ammo source (for example the back of the apc) meaning the engineer would continue to repair 4 times faster.
Infact, i'm hope that a engineer "humping the apc for spanner ammo" would repair at the same rate as a crewman with full ammo.
If you skipped to the "good bit" let me give some examples
Situation 1: Tank gets immobilised from a jihad car (lowered to arbitary unit: 110/200), not smoking and there are no enemies seemingly about. The 2 crewmen hop out and spend 10 seconds (and all their spanner ammo) repairing the tank this repairs (arbitary unit: assume a tank has 200 armor) 20 repair points of the tank allowing it to move, but they cannot perform full repairs without an ammo source, on the way to a bunker (for ammo) they find an engineer, he spends 10 seconds repairing the tank, repairing 40 armor points, the bunker got destroyed, but the tank helped clear the area without sustaining further damage.
A rifleman throws down an ammo bag for the engineer and crewmen, the bag is consumed replenishing the spanners of the 3 soldiers allowing a further 60 repair before the bag is consumed, only 30 or so was needed the engineer and crewman are all around half ammo on their spanners, the tank is repaired.
Situation 2: an APC in VCP is on the defending, it has requested a supply crate which is enroute.
A skirmish with 2 rpg soldiers lowers the apc to smoking (40/150) the crewman hops out and repairs the apc to an amount which puts out the flame(50/150), shortly followed by an engineer who starts repairing, the supply box arrives quickly and the engineer is able to repair constantly. within 25 seconds (40 in the first ten, 40 in the 2nd ten and 20 in the last 5) the apc is fully repaired by the enginner alone while the crewman mans the gunners position.
Situation 3: An APC deep behind enemy lines was flanking an enemy line, being hull down allowed them to kill a tank and clear out a squad, not without damage however.
at 55/150 they are not smoking but heavily damaged, the engineer passengers and the driver both hop out. within 10 seconds they repair 50 points (105/150) and then run out of ammo, the apc ammo allows them to repair at 1/4 speed without additional assistance. now at 12.5 points for ten seconds(117.5/150).
They took too long, the engineer and crewman are both killed by a light AT rocket which damages the apc down to 45/150, the apc is smoking and immobilised. the gunner tries to drive the apc away it doesnt move. A second light at rocket destroys the apc.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
x2.daranz wrote: I usually drive around in a supply jeep, drive up to tanks, and fix them then. I prefer that to sitting on the MG. If the wrench ammo is to be implemented, then supply jeeps should provide the ammo quickly, to simulate taking supplies from the vehicle and using them for repairs.
If possible to give the spanner 'ammo', then we can get Crewman wrench back, but nerfed down for small repairs?

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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
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Cp
- Posts: 2225
- Joined: 2006-04-17 18:21
I dont like the idea of giving the wrench back to the crewman but if you have too:
How about a crewman wrench that only can repair like 10% so that you can replace the tracks and the wrench replenishes itself but extremly slowly, something like 1 full charge every 10 minutes, this would allow the crewmen to fix their tank so that they can drive to an engineer but it wont allow them to fully repair the tank at a supply box.
How about a crewman wrench that only can repair like 10% so that you can replace the tracks and the wrench replenishes itself but extremly slowly, something like 1 full charge every 10 minutes, this would allow the crewmen to fix their tank so that they can drive to an engineer but it wont allow them to fully repair the tank at a supply box.

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Reddish Red
- Posts: 545
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Heliocentric
- Posts: 115
- Joined: 2006-06-30 21:44
it would be wrench ammo in the style of a helicopters minigun.
No reloads and if you get resup fast enough to can fire all the time.
the spanner would run out, especialy at a tank, at an apc extremely slow repairs are possible and a crewman is even slower.
with parts? the crewman is as fast as an engiee is without parts, and the engiee moves at a fair speed.
repair a apc from (50/150) health.(these are just example times)
engiee with supply crate: 25 seconds
crewman with supply crate: 100 seconds
Engiee without ammo: 100 seconds
crewman without ammo: 400 seconds
Repair tank from half (100/200) health:
engiee with supply crate: 25 seconds
crewman with supply crate: 100 seconds
Engiee without ammo: impossible, up to 40 can be healed using wrench ammo*
crewman without ammo: impossible up to 10 can be healed using wrench ammo*
Ammo bag can refil 1.5 wrenches, note, that an engineer would make better use of these resources than a crewman, so an ammo bag can help the repair of 15(crewman) to 60 armor(engineer) as long as nothing else drinks up any of the rifleman bag.
Bridge: requires 100 repair, example methods.
3 engineers no ammo resources, with 20 wrench ammo spare. in about 10 seconds
1 engineer, 1 rifleman can exactly repair a bridge. in about 30 seconds
1 engineer near a car in about 70 seconds (40 in 10, then 10 every 10secs for 60secs)
engiee + repair truck/supply drop 25 seconds
No reloads and if you get resup fast enough to can fire all the time.
the spanner would run out, especialy at a tank, at an apc extremely slow repairs are possible and a crewman is even slower.
with parts? the crewman is as fast as an engiee is without parts, and the engiee moves at a fair speed.
repair a apc from (50/150) health.(these are just example times)
engiee with supply crate: 25 seconds
crewman with supply crate: 100 seconds
Engiee without ammo: 100 seconds
crewman without ammo: 400 seconds
Repair tank from half (100/200) health:
engiee with supply crate: 25 seconds
crewman with supply crate: 100 seconds
Engiee without ammo: impossible, up to 40 can be healed using wrench ammo*
crewman without ammo: impossible up to 10 can be healed using wrench ammo*
Ammo bag can refil 1.5 wrenches, note, that an engineer would make better use of these resources than a crewman, so an ammo bag can help the repair of 15(crewman) to 60 armor(engineer) as long as nothing else drinks up any of the rifleman bag.
Bridge: requires 100 repair, example methods.
3 engineers no ammo resources, with 20 wrench ammo spare. in about 10 seconds
1 engineer, 1 rifleman can exactly repair a bridge. in about 30 seconds
1 engineer near a car in about 70 seconds (40 in 10, then 10 every 10secs for 60secs)
engiee + repair truck/supply drop 25 seconds
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Eyre
- Posts: 47
- Joined: 2007-02-27 21:02
Everything I ever recall hearing on the idea of limiting the amount of 'repair points' an engineer has has come down to it being hard coded. They have to give a player class the engineer property to make it able to repair anything, and there is no way to limit how much it can repair (i.e., they can limit how fast the repair meter drains, but it will always recharge itself thus allowing infinite repairs, even if it takes forever). I could be wrong, though.
"Good. Bad. I'm the guy with the gun."
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Heliocentric
- Posts: 115
- Joined: 2006-06-30 21:44
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pasfreak
- Posts: 645
- Joined: 2007-07-13 01:50
you are taking away realism
irl, repair speeds are a lot slower than in game. but for the sake of gameplay and 45 min rounds, what the hell.
and limiting the amount an engie can repair?
go take your crescent wrench out and go wrench on your car's wheels or something for 10 seconds. is it stripped? NO.
now, go wrench on your nuts/bolts whatever for ....
nvm.
irl, repair speeds are a lot slower than in game. but for the sake of gameplay and 45 min rounds, what the hell.
and limiting the amount an engie can repair?
go take your crescent wrench out and go wrench on your car's wheels or something for 10 seconds. is it stripped? NO.
now, go wrench on your nuts/bolts whatever for ....
nvm.
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
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Heliocentric
- Posts: 115
- Joined: 2006-06-30 21:44



