I've been a long time complainer about repair points. Call me a chronic complainer, flame me, i dont care. Now on to my point. I took the stats of the players with the most hours played per kit, not most points per kit, and compared some stats. Take a look:
The number one support player is -=RD=-Volx with 764+ hours. He has 51,249 support points which averages to 67 support points per hour played as support class
The number one player of the medic kit is BlaZiN.uk with 1178+ hours. He has 34,135 heal and 72,244 revive points. Which is about 29 heal points per hour played as medic and over 61 revive points per hour for a total of 90 medic support points per hour.
The number one player of engineer in the world is ECR.RC with 1520+ hours playing the engineer kit alone. He has 4,020 repair points. Yes, just 4,020. Which averages out to a shade over 2.6 repair points per hour played as an engineer.
Review:
Support 67 pph
Medic 90 pph
Engineer 3 pph
I full realize that not all kits are created equal and some are just better at getting team points than others but i have two complaints about repair points. First is they're much much much more dangerous to get than heal/revive/support points. Second, is it takes forever of cranking away just to get a single point. Now if you want to say that engineers just arent meant to be a support point getting class, then why would the requirement for the expert badges be the same?
My solution? Lower the requirements of getting a single point by something like 1/5 - 1/10. Even if it were lowered by 1/10, assuming backlog, ECR.RC would then have 40,200 repair points which would average him out to about 26.5 repair points per hour, much less than half of the 67 support points of -=RD=-Volx. Some people have mentioned making a "repair kit" that you could throw out like the other classes. Seriously bad idea. Kits would throw balance way off in this game making vehicles invincible. Lowering the requirements per repair point would go a long way into making the engineer class a respectable support point class.
The number one support player is -=RD=-Volx with 764+ hours. He has 51,249 support points which averages to 67 support points per hour played as support class
The number one player of the medic kit is BlaZiN.uk with 1178+ hours. He has 34,135 heal and 72,244 revive points. Which is about 29 heal points per hour played as medic and over 61 revive points per hour for a total of 90 medic support points per hour.
The number one player of engineer in the world is ECR.RC with 1520+ hours playing the engineer kit alone. He has 4,020 repair points. Yes, just 4,020. Which averages out to a shade over 2.6 repair points per hour played as an engineer.
Review:
Support 67 pph
Medic 90 pph
Engineer 3 pph
I full realize that not all kits are created equal and some are just better at getting team points than others but i have two complaints about repair points. First is they're much much much more dangerous to get than heal/revive/support points. Second, is it takes forever of cranking away just to get a single point. Now if you want to say that engineers just arent meant to be a support point getting class, then why would the requirement for the expert badges be the same?
My solution? Lower the requirements of getting a single point by something like 1/5 - 1/10. Even if it were lowered by 1/10, assuming backlog, ECR.RC would then have 40,200 repair points which would average him out to about 26.5 repair points per hour, much less than half of the 67 support points of -=RD=-Volx. Some people have mentioned making a "repair kit" that you could throw out like the other classes. Seriously bad idea. Kits would throw balance way off in this game making vehicles invincible. Lowering the requirements per repair point would go a long way into making the engineer class a respectable support point class.
Last edited by RasorX (2006-08-28 07:39:38)