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Skill and consumables idea


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13Jake55 #1 Posted Aug 05 2018 - 14:35

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I've had several battles where I was tracked repeatedly while waiting for kit to be usable again. Sure I can have 2 repair kit's but at the expense of fire extinguisher or med kit. Why not link repair skill to repair kit and/or tool kit and reduce the time the repair kit becomes available. Could do the same for fire extinguisher and firefighting skill. Also could have a medical skill that would reduce first aid kit time.  

 

Just a thought since they are reworking the skills anyway.



Mustang2209 #2 Posted Aug 05 2018 - 14:41

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I like the idea of a medical skill.  Could be useful...should be available at 100%.  A med kit would enhance the speed of healing other crew members.  

GeorgePreddy #3 Posted Aug 05 2018 - 15:38

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View Post13Jake55, on Aug 05 2018 - 10:35, said:

I've had several battles where I was tracked repeatedly while waiting for kit to be usable again. Sure I can have 2 repair kit's but at the expense of fire extinguisher or med kit. Why not link repair skill to repair kit and/or tool kit and reduce the time the repair kit becomes available. Could do the same for fire extinguisher and firefighting skill. Also could have a medical skill that would reduce first aid kit time.  

 

Just a thought since they are reworking the skills anyway.

 

Or you could train your Commander in Jack of All Trades and all your crew in Firefighting and then you can use 2 repair kits plus food (as I do).

 

 

 

 

 

 

 

 



Silversound #4 Posted Aug 05 2018 - 15:51

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I free-ball a lot of my tanks without fire extinguishers.

Cept on higher tier heavy tanks.

 

Radioman as a medic would be a welcome addition to their skill set.



Drone157 #5 Posted Aug 05 2018 - 16:39

    Staff sergeant

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We need more active skills, not passive ones. The team is also working on Crew 2.0, so any ideas you try to pitch now, most likely will not be compatible with the new system.






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