i have a suggestion for vehicles.
When tanks or other vehicles have immobilization (or destroyed engine vs..) repairs fix that after all health is full, but this is very big problem for using tanks. Because after immobilize it is nearly impossible to fix tank, because of artilery fire.
My suggestion is that engineers first fix the problems and than begin to increase health. ( dont know the code allows that )
sorry for bad english.
thanks.
Vehicle's immobilize suggestion
- Warhawks97
- Posts: 5395
- Joined: 23 Nov 2014, 21:45
- Location: Germany
Re: Vehicle's immobilize suggestion
sometimes it works this way. Its pretty random what is "repaired first". Either crits or first the HP.
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Re: Vehicle's immobilize suggestion
Warhawks97 wrote:sometimes it works this way. Its pretty random what is "repaired first". Either crits or first the HP.
i think this random usually choose HP anyway, repairing crits first will be very very nice
Re: Vehicle's immobilize suggestion
I don't know how the fixing works tbh, but I think that it simply "cancels" the effects of criticals (engine damage etc...) and it does so "immediately" - maybe it is coded somehow after how long time of repairing this or that critical gets canceled but I think it is on purpose to prevent vehicles being accompanied by Engineers everywhere and after each critical getting it removed instantly...Criticals would make no sense then... It is annoying but I don't know how much can be done about this...but maybe I'm wrong and it could be done somehow...
Also...does anybody else find it funny that engineers with blowtorches "fix" the dead MG gunners?
Also...does anybody else find it funny that engineers with blowtorches "fix" the dead MG gunners?
Re: Vehicle's immobilize suggestion
IIRC it depends on when the crit occured, if it occured in 40%-100% health, it will be fixed on 100% health. If 5%-40% then on 40% and if 5% then its almost instantly, because healing 5% is fast.