Woodyrojo

[Developer blog] Vehicle repairs. Mass testing

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3 hours ago, Spedemix said:

Here's the reason why you simply cannot put this into a PvP at least in its current form:

 

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That's a 12K spider and an 11K hover. These crafts would fight each other in PvP. The hover regenerates twice as fast as the spider.

Commitment on the spiders end never hurt anyone. The spider starts out twice as strong, and hovers have ridiculously low durability which is why they install fast. If this was a fight and the spider injured the hover but let it go, he had the rematch coming to him

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8 hours ago, Babylonsburning said:

Commitment on the spiders end never hurt anyone. The spider starts out twice as strong, and hovers have ridiculously low durability which is why they install fast. If this was a fight and the spider injured the hover but let it go, he had the rematch coming to him

Yeah totally, because we know spiders are the champs of chasing other builds when they flee out of a losing battle. Right?

 

One of the golden rules of fighting hovers is this: "Never chase a hover. Only chase it off". This definitely holds true when you're using a spider to fight a hover.

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13 hours ago, Spedemix said:

Here's the reason why you simply cannot put this into a PvP at least in its current form:

 

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That's a 12K spider and an 11K hover. These crafts would fight each other in PvP. The hover regenerates twice as fast as the spider.

This just demoed what I suspect what would happened on high PS games on Hover combos on my first post.

It would be hard to balance for PvP on all PS range.

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15 hours ago, XR57 said:

Spears cease to explode upon being repaired. I don't know if this includes instances where they didn't explode in the first place though, but if you blow a spear up on someone then repair it, you only get a dead version back.

if the spear / lance was used -> yes it does not work after repair

if the spear / lance was shot off -> it can be repaired and does infact explode when ramming an enemy.

 

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please don't add repair it will brook the game , also fix Lancelot or make it deal lower damage or something go look at free for all for god sake all top 3 player are Lancelot users so why should we even try to enjoy that 1 touch is all what he needs, scorpions are brooking also they can penetrate everything and get your generator or ammo pack 

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So at the moment, lots of people are braindead enough to shoot at unarmed cars while other enemies are chilling at a safe distance and stripping them... If you implement this mechanics, the way I see it, we will have no choice but to be braindead so it stays dead...

That a joke? I’m sick enough of seeing people shoot at unarmed bots in hard raid when you have tons left with weapons, just for the reward they say. 

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My vote is no, this is one of the changes that affected the dynamics of Robocraft that made combat worse overall. Not only does it encourage long range pot shots before hiding, it only really helps those long range, or fast builds who can disengage from a fight. 

If you do plan on going forward and adding it, I'd rather it be in the form of a module with 2-3 energy cost so one would have to trade off some power for self repair ability.

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On 7/2/2019 at 3:45 AM, Spedemix said:

Yeah totally, because we know spiders are the champs of chasing other builds when they flee out of a losing battle. Right?

 

One of the golden rules of fighting hovers is this: "Never chase a hover. Only chase it off". This definitely holds true when you're using a spider to fight a hover.

So lemme get this straight. You think if 6 legs and 6 hovers were removed, it would be fair to have the build with  5400 structure heal just as fast as the one with 790 structure.? Cuz looking at those 2 numbers, i know you know how fair that would be, its obsurd to believe otherwise

your little upvote fan club is cute as hell though

Edited by Babylonsburning
Guys a sheep
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8 hours ago, Babylonsburning said:

So lemme get this straight. You think if 6 legs and 6 hovers were removed, it would be fair to have the build with  5400 structure heal just as fast as the one with 790 structure.? Cuz looking at those 2 numbers, i know you know how fair that would be, its obsurd to believe otherwise

Movement parts is one part of the deal. This shows repairing high durability movement parts (movement parts are the first thing to be repaired) takes forever. The crippled hover could go just around the corner, repair its hovers quickly and then use those to comfortably move to a safer place further away from enemy to completely heal. A spider who'll take literall a minute to heal his legs will never have a chance to do that.

 

The thing is, the repair is twice as fast for the hover craft, yet these two builds stand on an equal ground when it comes to fighting each other. It's not like the spider is literally twice as good as this hovercraft and easily owns it. Quite the contrary as a matter of fact. Due to the way many aspects of this game have been designed these slower crafts tend to have a harder time to deal with faster ones.

 

And now we want to compound the issue by introducing yet another mechanic that heavily favors fast builds? No thank you.

 

9 hours ago, Babylonsburning said:

your little upvote fan club is cute as hell though 

You could try working on your argumenting skills (start with less ad hominem), providing well thought out opinions and staying consistently true to your beliefs.

 

You do that for a year and maybe one day you'll get your own little upvote fan club.

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This is bad for a number of reasons, here is a few examples:

-Harvester Spark - does not use ammunition so nothing explosive on board, apart from generator, but that can explode only once. - Imagine situation where whole team fires at one of those grinders and it gets severely beaten, but survives and comeback after repair just as if nothing happened. This time even its generator is no longer a weak point. But your team wasted ammunition to deal damage that doesn't even matter.

-Light triple executioner car- Those are commonly known for having a lot of exposed weak points since they have almost no armor. The player could self harm to destroy its generators and ammo boxes against a wall, then repair them. Those parts will no longer be a weak-points, now they are in fact armor pieces.

-Cyclone, whirlwind, rapier snipers- they usually stay in cover, do not need ammunition, often lose their guns to other long range sniper builds. When the repair feature is implemented, they could endlessly repair and fight again from their well covered bunkers and never run out of guns.

-Boar cabin, those builds can kill almost anything with a single hit, it is a huge success in lower PS when you manage to immobilize and damage such fast enemy. After this update, they could no longer be harmed, they will keep coming back until they run out of booster fuel.

Those are just 4 examples why this (otherwise nice) feature needs to be re-designed. We already know that devs want to make everything last longer, raids, missions, brawls. That way every resource will become harder to acquire, the price will raise because now it takes more effort. When the price rises, some players will try to buy coins and packs to save some of their time. Gaijin makes profit at the cost of players(which is understandable- this is a company that wants to make some income after all).

But with implementation of repair, the damage will be easily negated, damage is not cheap for everyone. There are build that use ammunition and those will be heavily nerfed as a result, they are already in worse position than the vehicles that do not use it. 

_________________________________________________________________________________

My counter offer would be to give only one cabin this ability, Cabin with a build in harpoon/hook that could only attach to allied vehicles. Cabin would use spare parts as ammunition and could initiate repair of broken allies. First the frames, cabin and wheels should be repaired, then the armor and weapons. Owner of such cabin should be able to self repair.

Spare parts should be boosted by amount of ammo packs the vehicle carries, repairing allies should give you points at the end of the match.

DISNEY-CARS-2-AUTA-ZLOMEK-25CM-DUZY-AUTO

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1 hour ago, Spedemix said:

Movement parts is one part of the deal. This shows repairing high durability movement parts (movement parts are the first thing to be repaired) takes forever. The crippled hover could go just around the corner, repair its hovers quickly and then use those to comfortably move to a safer place further away from enemy to completely heal. A spider who'll take literall a minute to heal his legs will never have a chance to do that.

 

The thing is, the repair is twice as fast for the hover craft, yet these two builds stand on an equal ground when it comes to fighting each other. It's not like the spider is literally twice as good as this hovercraft and easily owns it. Quite the contrary as a matter of fact. Due to the way many aspects of this game have been designed these slower crafts tend to have a harder time to deal with faster ones.

 

And now we want to compound the issue by introducing yet another mechanic that heavily favors fast builds? No thank you.

 

You could try working on your argumenting skills (start with less ad hominem), providing well thought out opinions and staying consistently true to your beliefs.

 

You do that for a year and maybe one day you'll get your own little upvote fan club.

You are forgetting the hypothetical fight that would if occured before this whole perfectly laid out repair race.  Fact if it never would of happened , hover probably would of died 3 times over trying to get to this point. 1 build with triple the overall durability healing just as fast from cab up would be game breaker. No one would EVER run a light cab, or hover, again

No my debate skills are fine, just tired of upvotes on thoughtless arguments puff that thing up

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10 minutes ago, Babylonsburning said:

You are forgetting the hypothetical fight that would if occured before this whole perfectly laid out repair race.  Fact if it never would of happened , hover probably would of died 3 times over trying to get to this point.

Wow, so you actually believe the spider is thrice as good as the hover.

 

No wonder we have hard time understanding each other.

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7 hours ago, Spedemix said:

Wow, so you actually believe the spider is thrice as good as the hover.

 

No wonder we have hard time understanding each other.

No i believe the spider is 3 times as durable, on a medium or heavy cab, and that the hover in a normal game and not your perfect world, has to work a lot harder to do the same thing as the spider can do to it. I believe the trade was made for this durability and repairing it at the same speed is idiotic,  every team in the game would just be a bastian spider face tank everything, limp away and let the next guy do it after when facing hovers. Hell theyd probably run 2 giys with barriers and just sit there covering him while he repairs. Your head looks pretty big in your pic, use it

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8 hours ago, Babylonsburning said:

You are forgetting the hypothetical fight that would if occured before this whole perfectly laid out repair race.  Fact if it never would of happened , hover probably would of died 3 times over trying to get to this point. 1 build with triple the overall durability healing just as fast from cab up would be game breaker. No one would EVER run a light cab, or hover, again

No my debate skills are fine, just tired of upvotes on thoughtless arguments puff that thing up

It is shockingly clear that you have zero understanding about game balancing.

 

Spedemix is 100 % correct... a hover would crush any spider anywhere because it does not run a risk.... if the first battle goes badly for the hover, it will simple withdraw and try again until the spider is out of luck. The spider cannot win.... we had this very issue in Robocraft and guess what you cant fix it without removing repairs because as long as in battle repairs exist they will always give the faster and more agile unit a huge advantage.

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1 hour ago, ARES_IV said:

It is shockingly clear that you have zero understanding about game balancing.

 

Spedemix is 100 % correct... a hover would crush any spider anywhere because it does not run a risk.... if the first battle goes badly for the hover, it will simple withdraw and try again until the spider is out of luck. The spider cannot win.... we had this very issue in Robocraft and guess what you cant fix it without removing repairs because as long as in battle repairs exist they will always give the faster and more agile unit a huge advantage.

What arenyou guys talking about hovers have "zero" risk? Are you mental?  You can literally shoot the ground under hovers with pulsars, mammoths, typhoons, and knock them off. What do you mean there is no risk? 

I might play on ps4 with a controller, so maybe its easier to aim, but we have zero problem hitting hovers with typhoons or tsunamis and it is devistating. It throws the hover, stuns it and completely ruins its shot while very likely knocking off a hover or 2

Until the stat sheets show otherwise, melee and wheels paired with spark DOMINATE clan war victory statistics. Not spiders, not hovers. And i frankly dont want 20k + durabilty heavy cabs that are already faster than hovers, REPAIRING faster than them as well. Sped is not right, some players absolutely should not get to recover durability at 3 times the rate of other people  because of theire movement types

i dont even want this in raids it would even make them stupid easy. 

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