Fix Luftwaffe Supply Doctrine medial supplies.
Posts: 2693 | Subs: 1
In comparison:
- OKW valiant assault is 100 ammo and comes late. It also does not heal. A mass retreat will render the effects of the ability to a minimum.
- Medpacks, the vet1 Wehrmacht ability, can only heal 1 squad and is close to the cost of 3 crates.
- For mother russia is also 100 ammo, comes late, does not heal, and comes with a 1 minute downtime where the units are weaker.
- Concentrated Fire ability on the Artillery field officer is 25 munitions while a 10 ammo crate does the same + many other benefits.
Seriously, this ability is stupidly powerful. It also stacks so if you pick up 2 or more crates your units get insane combat effectiveness for 20-30 ammo. It's not even funny. For the stats bonus and in-combat healing
Proposed changes:
- Keep stats the same, make it 60-75 ammo for one medical drop. This will make it more in-line with Valiant Assault and For Mother Russia. It would make it possible for the enemy to retreat to minimize the impact of the drop, just like with valiant assault and for mother russia.
- Keep it cheap at 10 ammo per crate but remove all bonuses except healing, and make that out-of combat only.
Posts: 1108
But 60-75 ammo for one medical drop would be an Overkill.
Dont't get me wrong, but they haven't touched the medical supply ability by itself since release and now it's broken?!
btw they can sprint? Are you sure?
http://www.coh2.org/topic/22128/luftwaffe-supply-doctrine--medical-drops
Posts: 2819
Plus the ability to drop in the opponents base so you have line of sight is just stupid.
Its too cheap and has too many benefits.
Posts: 2693 | Subs: 1
Change it back, so allies can pick them up IMO.
But 60-75 ammo for one medical drop would be an Overkill.
Dont't get me wrong, but they haven't touched the medical supply ability by itself since release and now it's broken?!
btw they can sprint? Are you sure?
http://www.coh2.org/topic/22128/luftwaffe-supply-doctrine--medical-drops
It has probably been written off as useless form the get-go and thus never used. Just like many people claim the Sturmtiger is useless without actually exploring the unit.
60-75 would be a completely reasonable price for 1 crate considering what the ability does. It heals units in a big radius during combat, it gives them stats bonuses and sprint. There is no downside like a minute stats nerf like for mother russia.
There are many abilities that alter stats, as I have shown in the opening post. When compared to the prices of these abilities, and what they do, 60-75 ammo for a medic crate is not overkill at all.
Edit: it seems I was mistaken about the sprint ability. I was sure I saw some grens running with double speed, but maybe they were glitched by an explosion or something. Removed it from the opening post.
Posts: 2779
Well, whoever make it in current state was high too anyway.
Posts: 2693 | Subs: 1
Look at other abilities:
Valliant Assault: 100 ammo, effects all units but comes late, does not heal.
For mother Russia: 100 ammo, comes late, has effects all units but has a huge drawback.
Focus fire: 25 ammo, for just an accuracy bonus, no healing, no defense bonus
Medpacks: 20 ammo(?) heals 1 squad out of combat. Granted, this ability is too weak at the moment.
Why is 60-75 ammo such a stretch for an ability that can totally turn a major battle around by giving fast-in combat healing and stat bonuses?
Posts: 17914 | Subs: 8
You did know Ostheer is the most muni draining faction, right?
Sorry to burst your bubble, but that is USF now.
Posts: 542 | Subs: 1
Posts: 273
Posts: 17914 | Subs: 8
Just make it collectable for anyone. That's all. No need more changes..
I don't think leaving them as artillery size S-mines is a good idea...
Posts: 952 | Subs: 1
I don't think leaving them as artillery size S-mines is a good idea...
That has to be a (hilarious) bug, I can't see that lasting very long.
Even if the medcrates are collectable by all sides, they still ought to reduce the bonuses imparted to troops. Dropped behind 2 or 3 grens it's suicide to charge and try to pick up, and suicide to fight at range and have damage done get out-healed.
Here's a game with lots of medcrate spam-
http://www.coh2.org/replay/22198/coked-up-grenadiers
by the game end there were so many crates all over the map that his grenadiers were nearly permanently under the effect of
Posts: 46
Posts: 2779
Sorry to burst your bubble, but that is USF now.
No shit, I can win game using the muni in a single button and nothing else, Jeep arty on OKW truck.
Posts: 17914 | Subs: 8
Looks like something between 15-30% offense+defense.
Posts: 390 | Subs: 2
If imbalance persists, make the buff simply refresh with each crate that is picked up rather than stack.
No need for any radical changes.
Posts: 604
Some other buffs have a cooldown period in the form of their ability cooldown or even a weakness period. I think splitting up the healing and combat buff effects would be a good way to go:
1. If a unit takes damage while the healing effect is active, the healing effect stops.
2. After the combat buff ends, a unit cannot acquire a new one for x seconds. However, the effects can still be stacked.
This promotes two uses: 1. Either use it out of combat to heal troops (use one packet at a time), taking into account that troops might not be able to get a new buff effect in combat. This way the packets last longer but their effect on combat is smaller. For their pure healing effect the price (30, doctrinal, takes a while to arrive) is ok, compared to a medic bunker (60, area-bound).
2. Use the packets in a more active manner for the combat buff, either extending the effects or stacking the effects. This way the units won't get much healing from the packets and the packets are used up quickly. That way their combat buff cost would also be a little more comparable to other buff effects.
I still think they should also be usable by the enemy if you leave them lying around (incentive to use and defend them). I am also assuming that their buff effects are still stackable (which may have changed somewhen).
Posts: 2819
And the fuel en ammo only the player itself.
Posts: 589
Posts: 692
And the fuel en ammo only the player itself.
I don't think that's necessary. Maybe just make it so OKW only get 5 fuel per crate.
Posts: 2693 | Subs: 1
does the buff stack beyond 3 crates? IE if I pickup 6 crates am I getting 6x the bonus as compared to a single crate??
I don't see why not. But it's not really necessary, with 3 crates your infantry are already immortal death machines.
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