2010-04-20, 00:09:27
Repair kit tech
Type: Personnal, Saving, Duel, Adaptivity, Surviving
Item: repair kit at 1500 gold or 3000 gold.
Basic idea: for 15 mana, the repair kit makes you recover hp. Cheaper than hull, the repair provide a lower bounty for higher hp, like hull, you can stil keep it when you change tank, you are able to fuse it with hull to get back your slot, it has a possibility to surprises enemies by recovering suddenly your hp and then pretend to be weak. It is a possibility to keep your tank surviving against bigger tank longer.
Utilisation:
The repair kit is a mid term plan item. When you buy it and plan to fuse it, buy the one linked to your hull or the "future hull" you plan to get later.
Duel: fight with enemy as usual but pretend to run away to get hp at cp.... Try to lure your enemy and then use the repair kit. since the opponent ran after you he cannot regen at is cp and then it is too late for him.
Saving: contrary to a second hull, the repair kit is not a "wasted slot", you can fuse it.
Surviving: dont forget that this item has a cooldown, to go to far from your cp. For long term saving, the repair kit is like a "must".
Adaptivity: Buy it when you see that your tank can't handle anymore and that you can't affort a hull. Since you don't want to buy 2times the same hull. Repair is more interesting. Against mass enemies like ghost/airship, the good think is that they can't stun you so you are free to use the repair kit.
Plus: for players specialised in tiers 1 tank like antigrav/medivac, it allows them to keep using their favored tank.
Utility ratio:
The big repair kit is linked to the upgraded gold hull, really expensive but may be ideal for a 5hp tank that does not want to use 5k gold yet bur rather go offensive. 1500 gold as real cost (real cost is the price divided by two since you get 50% gold when sell it), is much more hard to compensate than the "small repair kit". The small at 1500 gold is more interesting since at long term repair-kit loses its utility.
As long term saver, this item is really useful.
Advice: try to use the element of "surprise" at maximum by changing opponent. Most people don't check inventory. When you see the opponent know it, try to change one. Some players uses tiers program to provide shortcut to item.
How to counter it?
---> most likely a repair kit used would use it when its hp is low. The simplest is to keep your stun and use it 0.1 sec before the opponent uses his repair
---> check the cooldown of the item.
Type: Personnal, Saving, Duel, Adaptivity, Surviving
Item: repair kit at 1500 gold or 3000 gold.
Basic idea: for 15 mana, the repair kit makes you recover hp. Cheaper than hull, the repair provide a lower bounty for higher hp, like hull, you can stil keep it when you change tank, you are able to fuse it with hull to get back your slot, it has a possibility to surprises enemies by recovering suddenly your hp and then pretend to be weak. It is a possibility to keep your tank surviving against bigger tank longer.
Utilisation:
The repair kit is a mid term plan item. When you buy it and plan to fuse it, buy the one linked to your hull or the "future hull" you plan to get later.
Duel: fight with enemy as usual but pretend to run away to get hp at cp.... Try to lure your enemy and then use the repair kit. since the opponent ran after you he cannot regen at is cp and then it is too late for him.
Saving: contrary to a second hull, the repair kit is not a "wasted slot", you can fuse it.
Surviving: dont forget that this item has a cooldown, to go to far from your cp. For long term saving, the repair kit is like a "must".
Adaptivity: Buy it when you see that your tank can't handle anymore and that you can't affort a hull. Since you don't want to buy 2times the same hull. Repair is more interesting. Against mass enemies like ghost/airship, the good think is that they can't stun you so you are free to use the repair kit.
Plus: for players specialised in tiers 1 tank like antigrav/medivac, it allows them to keep using their favored tank.
Utility ratio:
The big repair kit is linked to the upgraded gold hull, really expensive but may be ideal for a 5hp tank that does not want to use 5k gold yet bur rather go offensive. 1500 gold as real cost (real cost is the price divided by two since you get 50% gold when sell it), is much more hard to compensate than the "small repair kit". The small at 1500 gold is more interesting since at long term repair-kit loses its utility.
As long term saver, this item is really useful.
Advice: try to use the element of "surprise" at maximum by changing opponent. Most people don't check inventory. When you see the opponent know it, try to change one. Some players uses tiers program to provide shortcut to item.
How to counter it?
---> most likely a repair kit used would use it when its hp is low. The simplest is to keep your stun and use it 0.1 sec before the opponent uses his repair
---> check the cooldown of the item.
I am so good that I don't even need to type -rc because I never die !