Multiple consumables/resupply in-combat
KurtSteiner
05 Jul 2012
Have had some discussions about this, and, been wondering why you can't have more then 1 medikit, repairkit etc in tanks per battles. If we wanna use 5-10 in a single game, why not let us?
Optional way for this - resupply depot (for both ammo and consumables). Can be cap-circle in standard battle or something else around starting loc. Stand still by it for say 5 seconds to resupply 1 shell, or maybe 30 seconds for med-kit/repairkit/etc.could even have a (slow) hitpoint regen if you want. (mecanics repairing your tank at depot)
Just my 2 cents on it. (hey wg, means we can use even more gold ammo/consumables per battle *hint hint* :P
*edit*
effect from gold consumables would not stack ofcourse, that would be a bit overpowered
Edited by KurtSteiner, 14 August 2012 - 10:53 AM.
Optional way for this - resupply depot (for both ammo and consumables). Can be cap-circle in standard battle or something else around starting loc. Stand still by it for say 5 seconds to resupply 1 shell, or maybe 30 seconds for med-kit/repairkit/etc.could even have a (slow) hitpoint regen if you want. (mecanics repairing your tank at depot)
Just my 2 cents on it. (hey wg, means we can use even more gold ammo/consumables per battle *hint hint* :P
*edit*
effect from gold consumables would not stack ofcourse, that would be a bit overpowered
Edited by KurtSteiner, 14 August 2012 - 10:53 AM.
gammle
15 Aug 2012
yea it would be nice to have more repairkits....and med kits
atlest 3 or 4 for one battle...to repair your tracks whit that gets shot of alot...atlest they get shot of alot for me
atlest 3 or 4 for one battle...to repair your tracks whit that gets shot of alot...atlest they get shot of alot for me
joyuesp
16 Aug 2012
just No
a) its part of the game strategy, you must think before using a consumable since you could need it later.
b) it would be really crappy if you see your top tier running to base and leave the flank unprotected to get a repair kit.
c) health regen would be even more lame, all kids would return to the base when they take a few hits, the game could be called world of draws.
a) its part of the game strategy, you must think before using a consumable since you could need it later.
b) it would be really crappy if you see your top tier running to base and leave the flank unprotected to get a repair kit.
c) health regen would be even more lame, all kids would return to the base when they take a few hits, the game could be called world of draws.
domokun
16 Aug 2012
Your suggestion is bad for two reasons. Resupplying consumables during match would reduce importance of decision making regarding when to heal crew member or repair module. The another thing is that it would reduce importance of critical hits.
I wouldn't have problems with having multiple same consumables when it comes to repair or 1st aid kits as long as it stays within limit of three consumables. Taking multiples would mean sacrificing other consumables as trade off.
I wouldn't have problems with having multiple same consumables when it comes to repair or 1st aid kits as long as it stays within limit of three consumables. Taking multiples would mean sacrificing other consumables as trade off.
Alegnem
16 Aug 2012
domokun, on 16 August 2012 - 08:07 AM, said:
I wouldn't have problems with having multiple same consumables when it comes to repair or 1st aid kits as long as it stays within limit of three consumables. Taking multiples would mean sacrificing other consumables as trade off.
Some consumables aren't as useful as the others, it also depends on the vehicle.
That's like having 3 gun rammers on a tank. That's simply too OP.
EDIT:
And ability to infinitely repair your tracks? What's the point of shooting you in the tracks then?
Edited by Alegnem, 16 August 2012 - 06:20 PM.
KurtSteiner
17 Aug 2012
joyuesp, on 16 August 2012 - 01:48 AM, said:
just No
a) its part of the game strategy, you must think before using a consumable since you could need it later.
a) its part of the game strategy, you must think before using a consumable since you could need it later.
Gun out again. Use gold repair kit.
Gun out 3rd time. Curse about not being able to have more repairkits.
Not to mention all the other items that tends to get busted over and over..
Quote
b) it would be really crappy if you see your top tier running to base and leave the flank unprotected to get a repair kit.
What good is he more then something for enemy to shoot at?
Quote
c) health regen would be even more lame, all kids would return to the base when they take a few hits, the game could be called world of draws.
MDAX
17 Aug 2012
I wouldn't mind if those 3 slots could be filled with anything you like. If someone uses 3 repkits he will suffer from dead crew or fire when those appear.
But making them "unlimited" or more than 3 of them (or resuppliably) I see some problems:
- people rushing back for resupply (mentioned above)
- Supporting "wallet warriors" even more beeing able to use lots of consumables
- negotiating skill of people who e.g. do shoot tracks for beeing able to circle enemy.
But making them "unlimited" or more than 3 of them (or resuppliably) I see some problems:
- people rushing back for resupply (mentioned above)
- Supporting "wallet warriors" even more beeing able to use lots of consumables
- negotiating skill of people who e.g. do shoot tracks for beeing able to circle enemy.
joyuesp
17 Aug 2012
KurtSteiner, on 17 August 2012 - 06:42 AM, said:
Gun out. Use repairkit.
Gun out again. Use gold repair kit.
Gun out 3rd time. Curse about not being able to have more repairkits.
Not to mention all the other items that tends to get busted over and over..
So if that top heavy has gun and ammorack damaged.. gunner and loader out. Repair and medikit allready used.
What good is he more then something for enemy to shoot at?
Not seeing any big difference from how they play today..
Gun out again. Use gold repair kit.
Gun out 3rd time. Curse about not being able to have more repairkits.
Not to mention all the other items that tends to get busted over and over..
So if that top heavy has gun and ammorack damaged.. gunner and loader out. Repair and medikit allready used.
What good is he more then something for enemy to shoot at?
Not seeing any big difference from how they play today..
also nobody would use a gold consumible if you can repair several modules with small kits.
KurtSteiner
17 Aug 2012
joyuesp, on 17 August 2012 - 06:38 PM, said:
i had cases of several module damage/crew dead, i just healed the most useful member and module and i kept fighting, but jack of all the trades and armorer are for these cases.
Arty hits. Gunner and loader out. Sweet, I'm fooked.
Quote
also nobody would use a gold consumible if you can repair several modules with small kits.
Ever seen the 2nd effect on those? Lowered times I burn ALOT using gold extinguishers.
The other ones has nice bonuses as well. Doubt ppl will pass those to be cheap. Least cw-players.(the ppl that mainly use gold-consumables I believe)
joyuesp
17 Aug 2012
KurtSteiner, on 17 August 2012 - 07:03 PM, said:
Gunner out. Healed.
Arty hits. Gunner and loader out. Sweet, I'm fooked.
Ever seen the 2nd effect on those? Lowered times I burn ALOT using gold extinguishers.
The other ones has nice bonuses as well. Doubt ppl will pass those to be cheap. Least cw-players.(the ppl that mainly use gold-consumables I believe)
Arty hits. Gunner and loader out. Sweet, I'm fooked.
Ever seen the 2nd effect on those? Lowered times I burn ALOT using gold extinguishers.
The other ones has nice bonuses as well. Doubt ppl will pass those to be cheap. Least cw-players.(the ppl that mainly use gold-consumables I believe)
and why are you going to care about medkit and repairkit gold passives if you would be able to repair and heal every damage done?
KurtSteiner
18 Aug 2012
joyuesp, on 17 August 2012 - 11:05 PM, said:
arti hits, loader and gunner is dead, heal the loader for close combat fights heal the gunner for longer range
and why are you going to care about medkit and repairkit gold passives if you would be able to repair and heal every damage done?
and why are you going to care about medkit and repairkit gold passives if you would be able to repair and heal every damage done?
Prevention.
Not burning is better then burning
Not getting crew knocked out is better then having to heal them up. Etc etc.
Kauhava
18 Aug 2012
Yeah no. We don't need fast tanks able to insta-repair tracks any time they want. And the game is easy enough that we don't need module and crew damage to be fully negated.
Rhovan
18 Aug 2012
oh please yes more consumables. And extra steel plates to heal my tank and a bulldozer to dig it in - oh i forgot - and a helicopter to put my tank just behind enemy lines.
To be honest - i think its more than enough with this consumables, i dont want to have something like Battlefield Heroes where you can repair your tank several times.
To be honest - i think its more than enough with this consumables, i dont want to have something like Battlefield Heroes where you can repair your tank several times.
2alertred
18 Aug 2012
Rhovan, on 18 August 2012 - 05:45 AM, said:
oh please yes more consumables. And extra steel plates to heal my tank and a bulldozer to dig it in - oh i forgot - and a helicopter to put my tank just behind enemy lines.
To be honest - i think its more than enough with this consumables, i dont want to have something like Battlefield Heroes where you can repair your tank several times.
To be honest - i think its more than enough with this consumables, i dont want to have something like Battlefield Heroes where you can repair your tank several times.
I would prefer too have this:
http://en.wikipedia....ki/Smoke_screen
To hide instant from the enemy for 10s (when they ambush you in the open)
popuptoaster
18 Aug 2012
yes great idea? Every tank on the field becomes almost impossible to cripple so every match either becomes a draw or the game time would need extending.
Its already possible to carry a stock repair kit/medpack/fire extinguisher plus a gold one and there are skills you can take to minimise the impact of critical damage or injury.
if every match lasts longer you get to play fewer matches so you gain nothing at all except tedium.
Its already possible to carry a stock repair kit/medpack/fire extinguisher plus a gold one and there are skills you can take to minimise the impact of critical damage or injury.
if every match lasts longer you get to play fewer matches so you gain nothing at all except tedium.
GehakteMolen
18 Aug 2012
no resuply bs, just give more repair/heal kits, if i want to heal my track 10x why not?
sure, it will cost me tons of credits, but if im willing to spend it, why not?
ps: stuff like: go back to base for resuply is stupid, else we get:
b) it would be really crappy if you see your top tier running to base and leave the flank unprotected to get a repair kit.
c) health regen would be even more lame, all kids would return to the base when they take a few hits, the game could be called world of draws.
so YES more repair kits, but NOT in base etc, just inside the tank...
sure, it will cost me tons of credits, but if im willing to spend it, why not?
ps: stuff like: go back to base for resuply is stupid, else we get:
b) it would be really crappy if you see your top tier running to base and leave the flank unprotected to get a repair kit.
c) health regen would be even more lame, all kids would return to the base when they take a few hits, the game could be called world of draws.
so YES more repair kits, but NOT in base etc, just inside the tank...
Alegnem
18 Aug 2012
domokun
19 Aug 2012
Alegnem, on 16 August 2012 - 04:06 PM, said:
Well that could be true to some extent, but even this is kinda crap.
Some consumables aren't as useful as the others, it also depends on the vehicle.
That's like having 3 gun rammers on a tank. That's simply too OP.
Some consumables aren't as useful as the others, it also depends on the vehicle.
That's like having 3 gun rammers on a tank. That's simply too OP.
Yep, all consumables aren't similar in how useful those are. If players were able to choose their three consumables freely most would probably have 2x repair kit and 1st aid kit on most tanks. Or opposite if their tank is particulary prone to crew injuries. On scouts (and mediums in some cases) it would be repair+1st aid kit+fuel/regulator.
It's not like three rammers, multiple consumables aren't nearly as powerful or illogical as three rammers.
Alegnem, on 16 August 2012 - 04:06 PM, said:
And ability to infinitely repair your tracks? What's the point of shooting you in the tracks then?
3 =/= ∞
GehakteMolen
19 Aug 2012
Alegnem, on 18 August 2012 - 11:27 PM, said:
Because pay to win is plain crap.
1: we pay with credits, u can earn them
2: l2p i can make money with tier X tanks (when using premium account) and without premium account anything up to tier 8 (still) makes small amount of credits, and tier 9/10, depending on the tank, either give small profit, or cost small amounts of credits....
+ i have a free T34 + some other low tier premiums + a churchill, so i can make shittons of credits, made 2.5 milion credits in the past 2 days, only playing tier 7/8 tanks and T-50-2 and i didnt even play that much...
its not my problem a certain player cant afford to use 4 repair kits in 1 game, i easy can... (if the game would allow me too)
also, this would mean that a good player (which gains tons of credits) get an advantage overa bad player (who doesnt use tons of repair kits) i can repair my gun 4x, and stay in the running till the end of the match, while the bad player will get cripled by module damage and dead crews...
Alegnem
19 Aug 2012
domokun, on 19 August 2012 - 06:11 AM, said:
3 =/= ∞
GehakteMolen, on 19 August 2012 - 01:45 PM, said:
1: we pay with credits, u can earn them
2: l2p i can make money with tier X tanks (when using premium account) and without premium account anything up to tier 8 (still) makes small amount of credits, and tier 9/10, depending on the tank, either give small profit, or cost small amounts of credits....
+ i have a free T34 + some other low tier premiums + a churchill, so i can make shittons of credits, made 2.5 milion credits in the past 2 days, only playing tier 7/8 tanks and T-50-2 and i didnt even play that much...
its not my problem a certain player cant afford to use 4 repair kits in 1 game, i easy can... (if the game would allow me too)
also, this would mean that a good player (which gains tons of credits) get an advantage overa bad player (who doesnt use tons of repair kits) i can repair my gun 4x, and stay in the running till the end of the match, while the bad player will get cripled by module damage and dead crews...
2: l2p i can make money with tier X tanks (when using premium account) and without premium account anything up to tier 8 (still) makes small amount of credits, and tier 9/10, depending on the tank, either give small profit, or cost small amounts of credits....
+ i have a free T34 + some other low tier premiums + a churchill, so i can make shittons of credits, made 2.5 milion credits in the past 2 days, only playing tier 7/8 tanks and T-50-2 and i didnt even play that much...
its not my problem a certain player cant afford to use 4 repair kits in 1 game, i easy can... (if the game would allow me too)
also, this would mean that a good player (which gains tons of credits) get an advantage overa bad player (who doesnt use tons of repair kits) i can repair my gun 4x, and stay in the running till the end of the match, while the bad player will get cripled by module damage and dead crews...
My question is: why would there be modules at all, if you could repair them all the way?
It's just a part of tactics. Shooting gun, shooting tracks, shooting whatever to get an advantage over somebody.
You can't get over that? Well that's just your problem. Even now the game is so noobfriendly, I don't want it to continue being easier and easier to attract more dumb players who just ruin the fun.


