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russian armor

Prevent ambulances from dying to stray shot

25 Jun 2020, 15:57 PM
#1
avatar of TwistedTootsy

Posts: 30

To explain the issue, take a look at this video at the timestamped mark [26:12] for 15 seconds:

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.
25 Jun 2020, 20:14 PM
#2
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Alternative, change USF base layout so you are able to hid ambulance behind buildings.
25 Jun 2020, 20:46 PM
#3
avatar of Sander93

Posts: 3166 | Subs: 6

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.


25 Jun 2020, 20:56 PM
#4
avatar of Katitof

Posts: 17914 | Subs: 8

So just give it 10 extra health? Any unit capable of dealing 160dmg also has coax that would finish the job.
25 Jun 2020, 20:57 PM
#5
avatar of LoopDloop

Posts: 3053

Or just give it like 165 HP.
25 Jun 2020, 21:35 PM
#6
avatar of thedarkarmadillo

Posts: 5279

Or just like give it 161.5 HP
25 Jun 2020, 21:39 PM
#7
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post25 Jun 2020, 20:56 PMKatitof
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.
25 Jun 2020, 21:44 PM
#8
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



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?
25 Jun 2020, 22:35 PM
#9
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post25 Jun 2020, 21:44 PMTobis

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.
25 Jun 2020, 23:15 PM
#10
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2




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?
26 Jun 2020, 04:02 AM
#11
avatar of Taksin02

Posts: 148

what about medic crews will instantly bail-out from vehicle when it get destroyed. so no one committing war crime in that day.
26 Jun 2020, 06:56 AM
#12
avatar of Maret

Posts: 711

The only one mobile healing and reinforcement platform in game (commisar and OST halftruck don't have much sense compare to it). With future possible to give you frontline retreat point with Major. It's was always risk/reward mechanic, some players could use medicine car aggresively to heal frontline troops. It's called balance. Another decision it's make like for all other factions - base upgrade with medics. No longer mobile, but also can't be destroyed by straying AT. But IMHO medecine car is good.
26 Jun 2020, 08:08 AM
#13
avatar of Aarotron

Posts: 563

20% damage resistsnce kappa.
26 Jun 2020, 08:18 AM
#14
avatar of Mr. Someguy

Posts: 4928

Alternative, change USF base layout so you are able to hid ambulance behind buildings.

Absolutely! Let's do it!

26 Jun 2020, 08:20 AM
#15
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

Can't it just have more health in the base sector? Doesn't that eliminate the issue of accidentally buffing its use on the Frontline
26 Jun 2020, 08:20 AM
#16
avatar of Sander93

Posts: 3166 | Subs: 6

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.
26 Jun 2020, 08:27 AM
#17
avatar of James Hale

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.
26 Jun 2020, 12:48 PM
#18
avatar of aerafield

Posts: 3029 | Subs: 3



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....?

jump backJump back to quoted post26 Jun 2020, 06:56 AMMaret
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.

26 Jun 2020, 13:16 PM
#19
avatar of Vipper

Posts: 13496 | Subs: 1

One could maybe add a hulldown type ability for ambulance available in base only?
26 Jun 2020, 13:16 PM
#20
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

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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