Prevent ambulances from dying to stray shot
Posts: 30
https://youtu.be/8vUEdcaRUZE?t=1572
This is not the first time (nor will it probably be the last) my ambulance will be killed by a stray vehicle or AT gun shot, as well as for many of you. Killing an ambulance like this is never intentionally done nor is it a factor of RNG that other factions may suffer from with how their healing structures are made.
Solution: Give ambulances a modifier to survive a shot from a medium tank or equivalent (160 damage) when not intentional.
These could be:
* 5% damage reduction while in the base sector
* 5% damage reduction while healing ability is active (code could be borrowed from 251 half-track)
both
* both of the above combined
* any other solution that achieves the intended goal of surviving a stray shot while not affecting other interactions.
(NOTE: These damage reduction modifiers may not be exact, but the point is to allow it to survive a stray tank or AT gun shot)
With these solutions the time to kill an ambulance by a puma or 222 dive should remain the same, while also preventing stray shots from randomly deducting 250 mp 10 fuel from you. Medium tanks can still purposefully attack an ambulance and kill it with 1 shot and at most 3 mounted mg shots or infantry fire. If its healing ability isn't deployed with the above solutions, it'll die in 1 shot all the same.
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Solution: Give ambulances a modifier to survive a shot from a medium tank or equivalent (160 damage) when not intentional.
Alternative, change USF base layout so you are able to hid ambulance behind buildings.
Both a main base sector durability bonus and SneakEye's alternative base layout have been looked into but were deemed impossible and unfeasible to implement.
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So just give it 10 extra health? Any unit capable of dealing 160dmg also has coax that would finish the job.
The coaxials don't have the same max range. And ATGs don't have a coaxial. The ambulance needs to be vulnerable (aka die in one shot) to counteract how powerful it is in a forward position in 2v2s and up.
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The coaxials don't have the same max range. And ATGs don't have a coaxial. The ambulance needs to be vulnerable to counteract how powerful it is in a forward position in 2v2s and up.
USF is already the weakest least used faction in 2v2+.
Is giving the ambulance enough health to survive 1 shot really going to impact balance much?
Posts: 5279
USF is already the weakest least used faction in 2v2+.
Is giving the ambulance enough health to survive 1 shot really going to impact balance much?
Considering they can disembark and force extra micro on a dive it could be a big deal. I'd sooner give it a higher chance of decrewed and salvageable than " all it needs is a quick weld and it's good to go!" then at the very least it's going to require some manpower to get it rolling again instead of fuel. Kind of a half way type dealeo.
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Both a main base sector durability bonus and SneakEye's alternative base layout have been looked into but were deemed impossible and unfeasible to implement.
In the case of the base design:
Unfeasible as in not worth the time to implement or don't want to?
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Alternative, change USF base layout so you are able to hid ambulance behind buildings.
Absolutely! Let's do it!
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In the case of the base design:
Unfeasible as in not worth the time to implement or don't want to?
I don't know the details, Relic had a chat with SneakEye about it back then and they eventually decided against it. My guess is that the implementation would've been very complicated and time consuming with only a minimal gain.
Posts: 574
Absolutely! Let's do it!
I'd love to add this, but I'd need some kind of tutorial and the coordinates he used for the rotation.
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The coaxials don't have the same max range. And ATGs don't have a coaxial. The ambulance needs to be vulnerable (aka die in one shot) to counteract how powerful it is in a forward position in 2v2s and up.
and the OKW Opel ambulance has 240HP and enough armor to bounce a decent amount of small-arms fire because....?
The only one mobile healing and reinforcement platform in game (commisar and OST halftruck don't have much sense compare to it).
Maybe take a closer look at OKW Feuersturm doc, because regardless of what (1v1) streamers say about the doctrine, it's not meme at all in 2v2 and upwards.
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and the OKW Opel ambulance has 240HP and enough armor to bounce a decent amount of small-arms fire because....?
Because it can carry 2 squads and has a combat buff aura so you're supposed to use it near the frontline to get the most out of it.
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