moonsense715 Posted February 11, 2008 Report Share Posted February 11, 2008 If you get your tanks killed in the field tough luck, go cry me a river. Repair IFV=win Link to comment Share on other sites More sharing options...
Guest =NX=VinGummi2 Posted February 11, 2008 Report Share Posted February 11, 2008 Repair IFV=win hmm... well what if a tech enters an IFV will it then also be a repair IFV, or will you only have the standard one then? Link to comment Share on other sites More sharing options...
moonsense715 Posted February 11, 2008 Report Share Posted February 11, 2008 Probably standard, but we haven't discussed that yet Link to comment Share on other sites More sharing options...
cfehunter Posted February 11, 2008 Report Share Posted February 11, 2008 we have, we decided on IFV forms before we came here. Techie will be standard IFV you'll have to get an engineer to make a repair IFV. Link to comment Share on other sites More sharing options...
Guest Chris J. Magill Posted February 11, 2008 Report Share Posted February 11, 2008 Technicians were in RA2, so yeah. Link to comment Share on other sites More sharing options...
moonsense715 Posted February 11, 2008 Report Share Posted February 11, 2008 Technicians were in RA 2, so yeah. Where? Link to comment Share on other sites More sharing options...
Guest Chris J. Magill Posted February 11, 2008 Report Share Posted February 11, 2008 Where? They're not actually controllable, (unless you use mind-control,) but they are in the game. Here's a screenshot: They're the guys with the red and green long-sleeve tops. Link to comment Share on other sites More sharing options...
Guest EVA-251 Posted February 11, 2008 Report Share Posted February 11, 2008 If you go to rules(md).ini, you'll find a tag called CrewEscape=70% ; percent chance that crew will escape from destroyed vehicle Add Crewed=yes to any vehicle and there is a remote chance a techie will pop out of it. Link to comment Share on other sites More sharing options...
OWA Posted February 11, 2008 Author Report Share Posted February 11, 2008 we have, we decided on IFV forms before we came here. Techie will be standard IFV you'll have to get an engineer to make a repair IFV. Read the forums We changed that months ago. Also, you won't have to go back the the depot if you get the required veterancy for auto healing or if your team captures the tech machine shop. Link to comment Share on other sites More sharing options...
Guest =NX=VinGummi2 Posted February 11, 2008 Report Share Posted February 11, 2008 Read the forums We changed that months ago. Also, you won't have to go back the the depot if you get the required veterancy for auto healing or if your team captures the tech machine shop. but the depot still heals faster right? Link to comment Share on other sites More sharing options...
danpaul88 Posted February 11, 2008 Report Share Posted February 11, 2008 Of course. Depot >>>> Self healing Link to comment Share on other sites More sharing options...
moonsense715 Posted February 11, 2008 Report Share Posted February 11, 2008 Just you pay for depot repairs Link to comment Share on other sites More sharing options...
Guest =NX=VinGummi2 Posted February 11, 2008 Report Share Posted February 11, 2008 Just you pay for depot repairs yeah but late game at least in APB you tend to have an abundance of money, and then you might be able to do some more damage if you spend some money on the repairs, instead of making it heal itself Link to comment Share on other sites More sharing options...
cfehunter Posted February 11, 2008 Report Share Posted February 11, 2008 auto-repairs will be faster at elite veterancy and will make it so you can spend even more time away from the depot. Link to comment Share on other sites More sharing options...
OWA Posted February 11, 2008 Author Report Share Posted February 11, 2008 auto-repairs will be faster at elite veterancy and will make it so you can spend even more time away from the depot. Machine shop + elite veterancy + Apoc Tank = ownage Link to comment Share on other sites More sharing options...
BattleLaf Posted February 11, 2008 Report Share Posted February 11, 2008 If you go to rules(md).ini, you'll find a tag calledCrewEscape=70% ; percent chance that crew will escape from destroyed vehicle Add Crewed=yes to any vehicle and there is a remote chance a techie will pop out of it. IIRC, the CTECH unit is also listed as the pilot, so a crewed aircraft could drop a Technician with a parachute. Also, you won't have to go back the the depot if you get the required veterancy for auto healing or if your team captures the tech machine shop. Is there also a Tech Outpost that can act as a Service Depot, or am I just remembering that from a mod? Link to comment Share on other sites More sharing options...
OWA Posted February 11, 2008 Author Report Share Posted February 11, 2008 Is there also a Tech Outpost that can act as a Service Depot, or am I just remembering that from a mod? Yep, there's that as well. Link to comment Share on other sites More sharing options...
moonsense715 Posted February 11, 2008 Report Share Posted February 11, 2008 And it has a patriot missile thingy too that attack ground targets as well if I remember correctly. Link to comment Share on other sites More sharing options...
BattleLaf Posted February 11, 2008 Report Share Posted February 11, 2008 And it has a patriot missile thingy too that attack ground targets as well if I remember correctly. Yes, it shoots ground and air targets, but it does poor damage. Link to comment Share on other sites More sharing options...
Guest =NX=VinGummi2 Posted February 11, 2008 Report Share Posted February 11, 2008 Yes, it shoots ground and air targets, but it does poor damage. but enough to at least keep enemy engies away unless they come in hordes (and that would be pretty waste of money if you ask me when there is other and better ways to get them in) Link to comment Share on other sites More sharing options...
Guest Kakashi Posted February 11, 2008 Report Share Posted February 11, 2008 That would depend on how well this thing tracks and how good the splash damage is. At least for AR, that is. Link to comment Share on other sites More sharing options...
Guest Kakashi Posted February 11, 2008 Report Share Posted February 11, 2008 Double Post/Off-topic: It's 00:33 MET now, I know for you brits that's still half an hour early, but congrats to OWA, and have a fun day today. Link to comment Share on other sites More sharing options...
moonsense715 Posted February 12, 2008 Report Share Posted February 12, 2008 Ya HAPPY BIRTHDAY OWA Link to comment Share on other sites More sharing options...
OWA Posted February 12, 2008 Author Report Share Posted February 12, 2008 Thanks guys! Link to comment Share on other sites More sharing options...
Guest Allie29 Posted February 12, 2008 Report Share Posted February 12, 2008 /me hands OWA a birthday taco. Link to comment Share on other sites More sharing options...
Guest EVA-251 Posted February 12, 2008 Report Share Posted February 12, 2008 IIRC, the CTECH unit is also listed as the pilot, so a crewed aircraft could drop a Technician with a parachute. Pilots dont work in RA2. Is there also a Tech Outpost that can act as a Service Depot, or am I just remembering that from a mod? Tech Outpost can act as a SD, and most regrettably when the AI captures it, knows nothing about how to use it. Its weapon is the exact same as the IFV's standard mode ([HoverMissile]) And happy early birthday, OWA. (Its only 8PM here) Link to comment Share on other sites More sharing options...
BattleLaf Posted February 12, 2008 Report Share Posted February 12, 2008 Happy birthday, future dude! Pilots dont work in RA2. That's wrong; I have tested them. And now that I have access to rulesmd.ini, I can see this quite clearly: Pilot=E1 ; pilot type that parachutes out of aircraft I was mistaken about the Technician, though; turns out it was the GI after all. Tech Outpost can act as a SD, and most regrettably when the AI captures it, knows nothing about how to use it. Its weapon is the exact same as the IFV's standard mode ([HoverMissile]) Yes, I know. That was also the old weapon for the Sea Scorpion. I just couldn't remember whether it was in the original game. Link to comment Share on other sites More sharing options...
Guest EVA-251 Posted February 13, 2008 Report Share Posted February 13, 2008 Happy birthday, future dude! That's wrong; I have tested them. And now that I have access to rulesmd.ini, I can see this quite clearly: Pilot=E1 ; pilot type that parachutes out of aircraft I was mistaken about the Technician, though; turns out it was the GI after all. Yes, I know. That was also the old weapon for the Sea Scorpion. I just couldn't remember whether it was in the original game. I insist. They dont work. I've modded YR for 3 years, and in all that time, with my aircraft all having Crewed=yes, Pilot=E1, I have never seen any infantry dropped from them. The logic was gone in TS. Link to comment Share on other sites More sharing options...
BattleLaf Posted February 13, 2008 Report Share Posted February 13, 2008 I believe I got Technicians to drop out; I'll have to check it again. Link to comment Share on other sites More sharing options...
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