The Wrench... -1 reply

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Swordfish3

I don't spend enough time here

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21st June 2004

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#1 14 years ago

What do you guys think about the way the engineers are implemented into the game?

As it is now anybody with the engineer class can take their 10% tank thats about to explode, back it behind a hill, and repair it to 100% in about 30 seconds. They can probably do this about 3 times, they have so much repair juice in FH.

Anyway I think the repairs should have a limit. I think in real life it would take like at least a few days to repair a badly damaged tank, and even then it probably wouldnt work as good as it originally did.

So theres tons of different ways to limit repairs, heres some ideas I came up with. The engineer would only be able to repair each tank/vehicle by this x%: -Engineers can only repair 10%-15% of any vehicle (the equivalent of stopping a fire or whatever and letting the vehicle run again)

-25% (stopping fires, some quick emergency adjustments to tank/vehicle body structure)

-50% (stopping fires, major restructuring and adjustments to tank/vehicle body structure)

-75% (Major construction of the tank/vehicle. Almost runs like new)

Another less drastic idea would be to give the engineer only 100% repair juice, so he cant repair his tank 3 times. he would still be able to repair a tank or somthing to 100%, but only 1.




obliviousnation

I'm too cool to Post

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28th September 2003

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#2 14 years ago

Swordfish3What do you guys think about the way the engineers are implemented into the game?

As it is now anybody with the engineer class can take their 10% tank thats about to explode, back it behind a hill, and repair it to 100% in about 30 seconds. They can probably do this about 3 times, they have so much repair juice in FH.

Anyway I think the repairs should have a limit. I think in real life it would take like at least a few days to repair a badly damaged tank, and even then it probably wouldnt work as good as it originally did.

So theres tons of different ways to limit repairs, heres some ideas I came up with. The engineer would only be able to repair each tank/vehicle by this x%: -Engineers can only repair 10%-15% of any vehicle (the equivalent of stopping a fire or whatever and letting the vehicle run again)

-25% (stopping fires, some quick emergency adjustments to tank/vehicle body structure)

-50% (stopping fires, major restructuring and adjustments to tank/vehicle body structure)

-75% (Major construction of the tank/vehicle. Almost runs like new)

Another less drastic idea would be to give the engineer only 100% repair juice, so he cant repair his tank 3 times. he would still be able to repair a tank or somthing to 100%, but only 1.

I like all of this very much! this would probably be the best soloution




perry07

I'm too cool to Post

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14th February 2004

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#3 14 years ago

i think they should take wrenches out and ad a few more repair pads to maps, or atleast spots on certain maps where your vehicle can get repaired.




Jagd

{TDB}MajGen.Jagd AA

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16th March 2004

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#4 14 years ago

I don't like that idea, because repairing vehicles is really the only useful "non-combat" activity left in FH, with the removal of medics. Of course that isn't really enough of a justification on its own, but in real WW2 combat there were lots of tanks that had AT shells just bounce off of them. By allowing people to fully repair a tank and carry on the fight, it simulates more the incredible survivability of some of the tanks (ie:Tiger) and such. I was reading this whicked book about Operation Torch and apparently the shite tanks the Americans were using at the start of the campaign could hardly even scratch the Panzer IVs they were faced with. They would just keep on coming and overrun the American positions like some deranged biker on angel dust charging a SWAT team. So anyways, I think be being able to repair a tank fully it sort of simulates that because in the game if you hit a tank with arty or a tank gun, it is going to take damage, even if in reality some of those shells would do sweet fuck all to the tank.




The Jackalx2k

FHmod Developer

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27th April 2003

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#5 14 years ago

Well, I like it the way it is now because I like helping my teammates when they're in tanks.

It's going to be more annoying on the tankers when they can't be healed. But whatever...I don't like being a tanker so I wouldn't mind this changing since I would be able to kill enemy tanks easier.




obliviousnation

I'm too cool to Post

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28th September 2003

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#6 14 years ago

The engineer class should be changed altogether!

the engineer should get

knife main weapon (rifle etc) satchell charges (dunno what there like so dunno how many to have) wrench

the mines should probably goto the anti tank or be limited to 2 mines for engineer




Teufel Eldritch

The Devil's Own

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12th November 2003

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#7 14 years ago

Well...I think the engy wrench should do melee dmg. That's my 2 cents on engies.




Free

Night Life Minister

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6th May 2003

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#8 14 years ago

What about (sames rifle granades) give two spawn random possibilities to the engies:25%get a wrench, it can reapair as much as you want but you need to reload at ammo box another 25% of engies get an emergency repair kit (screwdriver maybe?) and can repair 10%, have to reload at ammo box, another 25% gets mines and mine-detector (that can detect wth the Destroyer radar sistem maybe mines and defuse them) and finallythe other 25% gets a portable ammo box (same as medic, you use it near your team mates and you give them ammo) this could implement the teamplay.




[Spartans]Nurdy

Commissioner Engineer.

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5th May 2004

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#9 14 years ago

Too. Complicated.




Exel

The stubborn Finn

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25th March 2004

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#10 14 years ago

I agree with giving the engineer only one repair, ie. remove the recharge of the repair bar.