Other > Closed suggestions
Remove Repair skill from SG/BG profession requirements
blahblah:
I agree that repair chances need a buff and removing repair from profession requirements is not the way to go.
How can you make a gun if you can't repair it? If you can craft it, there should be a large (+60?) bonus to repair this item. You should still have only 50/50 chance to repair your sniper rifle when it's 60% broken, but if you have 120 skill and it is about 20-40% broken then almost every try should succeed.
RavenWolf:
--- Quote from: DrapiChrust on April 30, 2010, 12:26:44 pm ---In my opinion, it's the requirements that repairing needs are unbalanced. They firstly should depend on WHAT are you trying to repair. It's supposed to be like that now, but I haven't seen it working... Now or you have 160+ or you shouldn't be touching stuff
First of all, you should be able to repair things you can craft. It's simple - if you can MADE IT FROM SCRATCH, then you know this thing in and out - you are able to repair it (a significant bonus to repair to everything that you can craft yourself). Or the basic reqirements for repairing items should be close to their craft requirements (at least for the simpler items).
The more complicated the item is - the more repair you should need. So if you need like 40 outdoorsman for a leather jacket, 40 repair should be enough for the first maintenance and about 60 + tool to have 95% of fixing it. Leather armor - 80-100, CLJ/LA mkII - 100-120 and so on. To the CA that needs about 180% to have a serious chance of doing something.
(like now)
The same with weapons. Shotguns? Oh c'mon, you should be a master at repairing shotguns at repair 60 (as you need 40 to MAKE one)
Repair is now a typical alt skill. I cannot call it otherwise than ridiculous that ma char with 120% repair, who is able to make the best metal armors and made about 20 Leather armors, cannot patch up a damn Leather Armor he made himself..............
--- End quote ---
i think that can make the skill more balanced and usefull. also (like i suggest in another thread) to repair an item you have to use some materials. like 1 piece of junk for simple items, 1 piece of metal or 1 alloy for complex items, 1 hq metal or 1 hq alloy for high tech items.
avv:
Remember that apart with making repair more useful, the plan was also make it less dump skill for alts and viable for fighters aswell. Simply making repair more effective at repairing won't make it any less alt-related skill. I'm all for making repair more useful overall, but you gotta keep in mind that 120-180 points invested elsewhere than combat skill has a weight on combat effectivity. Maybe some people don't realize this because they don't play balanced characters.
Roachor:
Well if you could actual repair things with 120% it wouldn't be such a massive waste of points although you'd still have to tag it because adding 90 points to an untagged skill is still a huge investment and repair is more of a crafter alt skill due to it's relative uselessness. Why would you sacrifice combat skills for the ability to repair in a fight? It isn't that useful when you can just have a guy in base who's made to repair things properly fix everything before you head out, especially now when you can't even repair anything with the skill tagged. Same thing goes for science, 90% you can't do anything with. It's all just wasted points, but no where near as bad as demo expert.
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