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Poll/Discussion - should consumables grant a small period of immunity to repeat damage?


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Poll: Should consumables offer a grace period of time (e.g. 2-3 seconds) during which you cannot take that same type of damage again? (49 members have cast votes)

You have to complete 250 battle in order to participate this poll.

Should consumables offer a grace period of time (e.g. 2-3 seconds) during which you cannot take that same type of damage again?

  1. Yes (11 votes [22.00%])

    Percentage of vote: 22.00%

  2. No (39 votes [78.00%])

    Percentage of vote: 78.00%

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krazypenguin #1 Posted 03 November 2020 - 01:57 PM

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As per title, I am wondering what people think about the idea of consumables offering a short period (maybe just 2-3 seconds) of immunity to the vehicle suffering the same type of damage as has just been repaired.  So if you just used a fire extinguisher you cannot be set on fire, if you just healed a crewman you cannot lose that same crewman again and if you just repaired a module you cannot lose that same module again, for the next 2-3 seconds.

 

World of Warships already has this functionality for the Damage Control Party consumable, used to repair fires and flooding, which has an "activation time" during which time the ship cannot be set on fire or flooding.

 

Obviously, the reason for asking at all is because I've just come out of yet another game where I have been tracked, repaired the tracks and then been instantly tracked again and then been destroyed.  A really frustrating experience that I think we can all relate to.

 

I appreciate that tracking is a big part of assisted damage so I understand that people might not like it, but I am still interested to see what people think.  I did use the forum and google search and couldn't see a similar thread, apologies if I missed it.

 

Cheers, 

krazypenguin



WingedArchon #2 Posted 03 November 2020 - 02:21 PM

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Maybe with exception of being tracked. I wonder if 2 seconds is even gonna make a chance worth anything.

It seems on very rare occasion to happen if at all. 

Not saying the idea is bad, nor that I wouldn't want it should it be done. But it think its impact is near zero difference



mpf1959 #3 Posted 03 November 2020 - 02:24 PM

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Why not? I will vote for anything that is to may advantage.

guest273 #4 Posted 03 November 2020 - 02:32 PM

    Lieutenant Сolonel

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One of the biggest wot memes is: Get hit in ammo, repair it, next shot ammo again - WG: "have fun with 90 seconds of slow loading FooooooL!"

Miepie #5 Posted 03 November 2020 - 02:45 PM

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Needs a voting option "only when I am the one using it, not when my enemy is the one using it". :izmena:

Steeleye_Spam #6 Posted 03 November 2020 - 02:57 PM

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repeated module damage is an important tactic in WoT - especially tracks. If you couldn't repeatedly track a casemate TD, then they would be much harder to deal with at close quarters which is the best tactic for dealing with them. You already have repairs skill and (whatever toolbox is now) to reduce repair time so that you can escape being perma-tracked.

ValkyrionX_TV #7 Posted 03 November 2020 - 05:28 PM

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maybe for ammorack and engine , not for the tracks

aleksot #8 Posted 04 November 2020 - 06:33 AM

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I suggest not ti give any repair consumable to players at all. So for tracks repair speed you should have repair skill. For ammorack, turret, gun damage there would be no skill. 

Steffin #9 Posted 04 November 2020 - 07:48 AM

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You could also just activate the consumables 2 seconds later.  Why fix your tank when you are still in danger? You don't have to fix your track the first second someone shoots it down.  You can wait till all enemies have shot and then repair it and drive away.  Yes, I know, it is not as good as immunity to damage.

Cobra6 #10 Posted 04 November 2020 - 11:54 AM

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This is a great idea for ammo racks, engine, fuel tank and crew members. As Valkyrion pointed out not for tracks.

 

Cobra 6



UrQuan #11 Posted 04 November 2020 - 12:05 PM

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I voted no. 

 

Reason being, if you repaired & receive module damage again within 2-3 seconds, you were still in the danger zone: fall back to safety, then repair. In case of being tracked: check if you can repair & move. If not, you take a gamble & hope you can get out in time. You can help this by installing two repairkits (1 large & one small in the 5 slot -> doubletap 5 to repair tracks)

 

Note: if you get repeatedly tracked often, it could be you are exposing too much & then the damage delay wont help but only promote bad habits, as you will stay out longer & still get repeatedly tracked.

My advice would be in that case, start by peeking out a little & fall back before committing to a move that exposes you by a high amount: If the shells start flying by the minimal exposure, then you know it won't be healthy for you & your tracks to go full out.

 


Edited by UrQuan, 04 November 2020 - 12:08 PM.


Discontinued #12 Posted 04 November 2020 - 12:27 PM

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They're fine as they are tbh

tajj7 #13 Posted 04 November 2020 - 12:59 PM

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View PostCobra6, on 04 November 2020 - 10:54 AM, said:

This is a great idea for ammo racks, engine, fuel tank and crew members. As Valkyrion pointed out not for tracks.

 

Cobra 6

 

This.

 

Tracking is a legit tactic and you'd harm low alpha high ROF guns, boost non-turreted TDs etc. with a change like that. 

 

I particularly think med kit giving an immunity from stun and further crew loss would be good, considering every other game these days seems to have 3 artillery and they can pick on one target at will. 



Ghoststalker #14 Posted 04 November 2020 - 01:53 PM

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It is really only when SPGs track me twice or keep knocking out my crew that I find it to be beyond annoying. Because they can focus fire you almost anywhere on the entire map.

Kill_Broccoli #15 Posted 04 November 2020 - 04:04 PM

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View Posttajj7, on 04 November 2020 - 12:59 PM, said:

I particularly think med kit giving an immunity from stun and further crew loss would be good, considering every other game these days seems to have 3 artillery and they can pick on one target at will. 

 

Crew loss ok, stun definitely not.

If the whole 3 arty picks at the same time on you, you're either doing something very wrong, or you're the best player in the team and they're playing more than right.

Also stun immunity will hurt autoloading french arty more than the others, so unfair.






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