USF med truck needs to be replaced
Posts: 378
How easy it is to deny USF it's only infantry healing ability, sometimes RNG can even make a panzer 4 shoot the medic truck from the other side of the map.
Anyway, I don't think there is a lot argument needed here, since unit stats don't enter in consideration, it's simply about the flawed design that is the medic truck.
One can just walk in with absolutely any light vehicle/tank/heavy tank he desires, destroy it in one shot and leave.
Surely sacrificing a 222 or a halftrack is more than a good trade.
The supposedly "cheap" cost doesn't excuse the blatant flaw here, having to maintain a well balanced mp float especially in late game demands you don't have to be bothered by stupid stuff like this.
I address now absolutely all the 1v1 USF players, how many times did you have to witness some jerk getting angry at his near loss rushing straight into your base to give you the middle finger and deny you infantry healing?
Did really not change the pace by hitting the already easy to bleed infantry and your much needed manpower in mid-late game?
I'm sick and tired of this personally, if I had saved the hundred replays in what this simple abuse made me actually lose the game when I had a huge advantage, I would flood the replay section for a whole week.
Posts: 1527
Permanently BannedAnd how can we take u seriously as you've said at least 5 times this week that u think riflemen UP.
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Posts: 13496 | Subs: 1
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Surely sacrificing a 222 or a halftrack is more than a good trade.
...
Why is it "more than a good trade"?
Posts: 578
Surely sacrificing a 222 or a halftrack is more than a good trade.
Why is it a good trade? 200 MP and 30 FU vs 250 MP? Why is it a good trade for the player who loses a 222?
I'm sick and tired of this personally, if I had saved the hundred replays in what this simple abuse made me actually lose the game when I had a huge advantage, I would flood the replay section for a whole week.
A guy risks a vehicle to take a snipe at your Ambulance and it's an abuse? LMAO.
Posts: 378
I have seen the med truck talked about, by the usual players who want their cake and eat it too. It's fragile due to its mobility. I think there should be a button that allows it to setup permanently so it can never be mobile again, to give it a 2 hit kill.
And how can we take u seriously as you've said at least 5 times this week that u think riflemen UP.
You don't need to take me seriously to understand a real fact about the game.
You yourself say that I'm not the only one pointing out the problem with med trucks, and yes having it take more than 1 hit would be solution.
Posts: 378
Why is it "more than a good trade"?
You throw out a scout car you can just about spam during the early game to cripple the only way a faction has to heal its infantry thorough the game, do you understand what this means?
If you do play USF in 1v1 you will quickly understand that it does slow you more than you can afford to, just because it's cheap doesn't mean you can get one right away let alone without consequences.
Otherwise here is an idea, why even bother healing your infantry?
If it wasn't a good trade, then nobody would dive its 222/Puma/Halftack/luchs in the base to destroy it, risking to lose the LV while at it.
Because the only reason this could not happen is that your opponent is scared of what you might have in the base.
If he learns you have no Stuart or not building one, no bazooka, no 57mm = Dive in.
And that's only in early game, imagine in late game where you get a panzer 4 or a Tiger.
Posts: 379 | Subs: 1
Posts: 4474
Posts: 5279
Posts: 5279
You throw out a scout car you can just about spam during the early game to cripple the only way a faction has to heal its infantry thorough the game, do you understand what this means?
If you do play USF in 1v1 you will quickly understand that it does slow you more than you can afford to, just because it's cheap doesn't mean you can get one right away let alone without consequences.
Otherwise here is an idea, why even bother healing your infantry?
If it wasn't a good trade, then nobody would dive its 222/Puma/Halftack/luchs in the base to destroy it, risking to lose the LV while at it.
Because the only reason this could not happen is that your opponent is scared of what you might have in the base.
If he learns you have no Stuart or not building one, no bazooka, no 57mm = Dive in.
And that's only in early game, imagine in late game where you get a panzer 4 or a Tiger.
So if I'm reading this right...
*ahem*
"if the enemy knows you don't have any counters they can exploit the fact that you didn't make, nor are making, any counters" is that what I read? What's next? "if I don't cap the victory points, the enemy does and my vps tick down and I don't think that's fair"?
Posts: 1484
Posts: 8154 | Subs: 2
It now gains the same HP as a bunker and removes popcap.
Alternative: USF base could had a little less "stupid" design and more space to put units around.
Posts: 3588 | Subs: 3
No guys he is right remove the ambulance, add a 15 fuel 100 MP 3 medic at base after any captain and give RE medic drops
Brilliant
Posts: 1954
No guys he is right remove the ambulance, add a 15 fuel 100 MP 3 medic at base after any captain and give RE medic drops
The size of the USF base combined with the range of medics and different retreat paths would make this almost impossible to implement.
The ambulance's long pack up time and slow speed make it too vulnerable. Even when you see something diving, you often can't save it. Also, most of the time, it isn't a trade for a Puma. The Puma dives in, destroys the ambulance, and leaves in a cloud of smoke.
It doesn't even have to be a Puma. I traded a Panther for a Pershing, Jackson, Katy, Major, and two ambulances in this video. Clearly the Panther is UP and needs buffs.
Posts: 4474
Posts: 378
Button to deploy it permanently, removing the capability to decrew.
It now gains the same HP as a bunker and removes popcap.
Alternative: USF base could had a little less "stupid" design and more space to put units around.
This could do it.
The USF base is pretty annoying.
Posts: 378
To be honest this unit is hard to balance between game modes because in 3 v 3 and 4 v 4 the ambulance is a bit OP when Soviet/Brit can reinforce and heal for early game engagements.
This is a problem too, in team games it's a potent unit and can be replaced fast with no consequences, so at the end of the day, just removing it and figuring out a new way to heal usf units could be a fix.
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