IMO, I think the repair facility upgrades should also upgrade the repair turrets, though I checked:
http://guide.wz2100.net/b/repairfacility
And the upgrades are awefully steep (the first upgrade doubles repair rate), I think this is a change from the old system with the mk1-3's.
If these upgrades are found to be too steep, then perhaps make engineering upgrades apply to them (as they do for the truck, 110, 130, 150), or introduce new repair turret technologies (possibly branching off the repair facility upgrades?)
Repair Upgrades
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Zarel
- Elite

- Posts: 5770
- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: Repair Upgrades
Engineering upgrades is a good idea... I can do that. I don't think they'd make a substantial difference, though...
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3drts
- Trained

- Posts: 379
- Joined: 01 Aug 2007, 03:50
Re: Repair Upgrades
Well, the way I see it, by making the repair facility upgrades apply to them - after the first upgrade, normal repair turrets would be as powerful as the old Heavy repair turrets, one could get rid of heavy repair, and just make the facility upgrades apply to them, you'd end u up with something 2x as powerful as the heavy repair.
Currently, I notice people tend to use repair facilities, and not mobile repair units, this may be due to me playing an aweful lot of high oil maps lately, but they are hard to beat for the cost (a mere $100), and once you have heavy bodies, repair via turrets is really slow, as for keeping them with a battle group - once auto repair is teched, it would just take too many repair turrets to have any significant advantage in repair speed over self repair.
Currently repair turrets are generally too weak, but early in the game (especially in campaign, vs scavs), they basically can allow a unit to "tank" indefinitely, but later, are simply too weak.
Balancing them when they may be in use with Machineguns, and Heavy cannons, is no easy task.
Sure we could add an assortment of turret types, light, medium, heavy, advanced, etc.... but thats just clutter, light and heavy should do fine, the problem as I see it is that the weapon Damage and tank hitpoints upgrade a lot, whereas the repair turrets don't upgrade at all.
Heavy repair gave us mobile repair that was 2x as effective, applying engineering upgrades, makes them 3x as effective- but by that point one may have auto repair.
Maybe the 200, 300, 400% bonuses should apply....
I don't think Repair turrets are anywhere close to over powered now, and you can't get the first upgrade until you have medium bodies.... which seems like a good time to upgrade the repair turrets.
Can we try with the repair facility upgrades first, and if its OP'd, then switch to engineering upgrades?
Weapons can become 10x as powerful as their base values, so I think we can tolerate repair turrets becoming 4x as good as their base value.
Currently, I notice people tend to use repair facilities, and not mobile repair units, this may be due to me playing an aweful lot of high oil maps lately, but they are hard to beat for the cost (a mere $100), and once you have heavy bodies, repair via turrets is really slow, as for keeping them with a battle group - once auto repair is teched, it would just take too many repair turrets to have any significant advantage in repair speed over self repair.
Currently repair turrets are generally too weak, but early in the game (especially in campaign, vs scavs), they basically can allow a unit to "tank" indefinitely, but later, are simply too weak.
Balancing them when they may be in use with Machineguns, and Heavy cannons, is no easy task.
Sure we could add an assortment of turret types, light, medium, heavy, advanced, etc.... but thats just clutter, light and heavy should do fine, the problem as I see it is that the weapon Damage and tank hitpoints upgrade a lot, whereas the repair turrets don't upgrade at all.
Heavy repair gave us mobile repair that was 2x as effective, applying engineering upgrades, makes them 3x as effective- but by that point one may have auto repair.
Maybe the 200, 300, 400% bonuses should apply....
I don't think Repair turrets are anywhere close to over powered now, and you can't get the first upgrade until you have medium bodies.... which seems like a good time to upgrade the repair turrets.
Can we try with the repair facility upgrades first, and if its OP'd, then switch to engineering upgrades?
Weapons can become 10x as powerful as their base values, so I think we can tolerate repair turrets becoming 4x as good as their base value.