Commander repairing
Misere
Join Date: 2004-03-28 Member: 27568Members
<div class="IPBDescription">New job for the com</div>A new tech with the com can research. This gives all buildings a repair button which when clicked starts to repair the building to half or 3/4 damage at the cost of res and half as fast as welding.
Now the reply to this will be that it makes the marines more like the aliens but I don't buy that as there is a res cost to repairing rather than free repairing, its slower than a welder so not as efficent, plus you don't get full health.
Now the reply to this will be that it makes the marines more like the aliens but I don't buy that as there is a res cost to repairing rather than free repairing, its slower than a welder so not as efficent, plus you don't get full health.
Comments
I do eat structures to get rid of them of course, but mostly I do it so the marnies have to come and try to weld them. That's the majority of the reason. If they are trying to weld say a res tower, now the fades and skulks have something to go for. Also, with rines no longer sitting at res towers welding, the lerks gas is not as useful.
I could see this as a cool idea, but it sounds like it would affect the game alot!
One when your losing Res all over the map it could be used to repair far apart areas when you have limited marines cover or few players who are not listening coz they are new. When they start complainning about the lack of items getting dropped you get to point to their lack of welding as the reason. Hopefully they will get the message and start wlding.
Also say a phase gate is going down and marines are phasing through, the com can opt to spend res raparines the phase allowing the marines to keep their guns out.
A tf etc going down you can click repair to give the marines on foot more time to get to it.
This will never replace welding, just add to it.
Also, those new players having trouble? Well, guess they could follow the weld bot to the Commander's desired location for it. There is also incentive there to follow something that can repair your armor <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I see a potential issue with the electrified structures. It is already hard enough for skulks to take down electrified TFs and RTs. Over time they can wear them down. But, imagine how much it would stink if a failed rush on a TF brought it down to one bar and the marines were not able to quickly reinforce the position with a welder. By the time a sizable force respawns that TF will surely be back up to strength... unless the commander does not have the resources to repairs it or is unaware of the attack. The repairing of structures for the marines should be awarded through the use of a welder that is moved into position.
NS2 need this feature not
and i mean the comm can all buildings sett to reapair
that make it harder as fade to kill rt
then he blink away if he spott some marines
and in this time can the rt repair its self