USF Ambulance
Posts: 75
You have to delay your teching in order to heal your units. And to make matters worse and more frustrating, it has a healing "COOLDOWN"!!! The medics themselves are fucking stupid and chase your units wherever they go.
Too much babysitting and hassle for a simple and basic functionality.
- Remove the fuel cost.
- Reduce the MP cost to 150.
- Decrease the cool down time to 1 second.
Posts: 935
Posts: 1003
PS: trick, lets medic in ambulance step out and occupy it with RE. You now have healing medics in base and function ambulance on field.
Posts: 1637
Posts: 615
It has a healing cooldown, but it can heal many units at once in the same timeframe - big plus over Soviet/OST/OKW medics. Plus, it can move.
And getting it (250 Manpower and 10 Fuel) doesn't slow down your teching much than Soviet medics (250 Manpower) or Ost bunker (150 + 60 Muni). IMO, the slight difference in cost is easily balanced out by it being able to heal everything within a radius and it being able to move anywhere on the map.
Posts: 4630 | Subs: 2
The healing isnt what I hate about it. Its that a SINGLE generalist Infantry Squad can kill it before it can retreat. Love how it has lower acceleration then the King Tiger ...
Posts: 183
Compared to other factions, USF has the worst healing/medic process, which results in MP bleed and half-assed map presence.
You have to delay your teching in order to heal your units. And to make matters worse and more frustrating, it has a healing "COOLDOWN"!!! The medics themselves are fucking stupid and chase your units wherever they go.
Too much babysitting and hassle for a simple and basic functionality.
- Remove the fuel cost.
- Reduce the MP cost to 150.
- Decrease the cool down time to 1 second.
It would be fine if you could set the medics to heal only within a certain area and not stray from that area while chasing a unit. So many times my medics end up at the front lines following a squad that is healed 99%.
I pop RET in the medic truck and leave the medics at base.
Posts: 219
It heals AoE and instatly, it can move and reinforce in any territory you own, and it's viable from T0 for a low cost, it's bordeline broken.
Posts: 449
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Posts: 1838 | Subs: 17
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Posts: 75
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Posts: 1276
On This on top of the 15 fuel cost makes the unit very lackluster, almost not worth it as its so easily destroyed and run down compared to the emplaced HQ OKW gets
Posts: 1838 | Subs: 17
Good points, hans. How about the cool down?
Cold down is fine as you can't have these amazing pros without at-least a few cons. Those being it's slow speed, cool down and units being unable to reinforce if it's on the move. If it had no cons then it would be way too good and effect the balance.
Posts: 1637
Cold down is fine as you can't have these amazing pros without at-least a few cons. Those being it's slow speed, cool down and units being unable to reinforce if it's on the move. If it had no cons then it would be way too good and effect the balance.
Cons:
Additional Heal Micro in a Micro Intense faction. Not a problem to Hans. Problem to the rest of us. Not that its hard just another thing to do...
Slow cool down on heal. Unlike every other 100% always on healing methods.
Most fragile unit I have seen in this game next to the Ostheer Sniper.
Expensive.
Slow.
Worst Acceleration.
All those things combined make it REDIC to keep alive even on a single flank against your forces.
Doesnt Reinforce while its moving. Leading pathing to make it derp around and babysit it until it stops so you can reinforce. Again another thing to pay attention too.
Cant reinforce in enemy territory. And there is no USF Halftrack. Opportunity cost here. Design says USF has forward reinforce therefore doesnt need a real half track. Making healing and reinforcing a method of turtling around the Major. Or just not at all if you dont soft retreat to it. If you do however you risk losing it.
Compared to the Forward healing truck the ONLY small advantage it has is its mobile. Would be a bigger advantage if it couldnt HEAL in the front lines but COULD reinforce like a Halftrack.
Pros:
It heals.
Medic can help healing by putting an RE inside.
It reinforces like a half track in friendly territory.
It comes early if you want.
No tech.
Lots more cons on that list then Pros from where I sit.
Posts: 281
Posts: 1838 | Subs: 17
Cons:
Additional Heal Micro in a Micro Intense faction. Not a problem to Hans. Problem to the rest of us. Not that its hard just another thing to do...
Slow cool down on heal. Unlike every other 100% always on healing methods.
Most fragile unit I have seen in this game next to the Ostheer Sniper.
Expensive.
Slow.
Worst Acceleration.
All those things combined make it REDIC to keep alive even on a single flank against your forces.
Doesnt Reinforce while its moving. Leading pathing to make it derp around and babysit it until it stops so you can reinforce. Again another thing to pay attention too.
Cant reinforce in enemy territory. And there is no USF Halftrack. Opportunity cost here. Design says USF has forward reinforce therefore doesnt need a real half track. Making healing and reinforcing a method of turtling around the Major. Or just not at all if you dont soft retreat to it. If you do however you risk losing it.
Compared to the Forward healing truck the ONLY small advantage it has is its mobile. Would be a bigger advantage if it couldnt HEAL in the front lines but COULD reinforce like a Halftrack.
Pros:
It heals.
Medic can help healing by putting an RE inside.
It reinforces like a half track in friendly territory.
It comes early if you want.
No tech.
Lots more cons on that list then Pros from where I sit.
Ok first off blaming that it's another unit to micro is a very bad excuse for saying it's a poor unit. Furthermore if you're losing it to getting flanked then you obviously haven't prepare for that situation. My advice to you would be secure you're flanks and make sure the medic half track is always a a safe distance and preferably behind a shot-blocker.
Secondly when the truck heals it heals everything at once within it's radius. Therefore the medic truck is much quicker at healing larger groups of infantry than all of the other factions medics. This works increasing very well in 2v2s, 3v3s and 4v4s for obvious reasons.
Thirdly, yes it's fragile and it should be so. If you're losing it then you've obviously got it too close to the front lines.
You're fourth point about it being expensive, slow and terrible acceleration does not out weigh the pros. Okay so it cost 250 manpower and a bit of fuel so does the soviet medics in terms of manpower. The fuel requirement is also needed as it is after all a vehicle which as I previously stated can heal and reinforce wherever you need it which I must stress is a HUGE tactical advantage.
Lastly you shouldn't be comparing it to a standard half-track which can reinforce on the move. Both these units serve different roles. If you're trying to use you're medic truck to reinforce on the front lines you're doing it wrong.
Posts: 1637
L2P
L2P
Thirdly, yes it's fragile and it should be so. If you're losing it then you've obviously got it too close to the front lines.
You're fourth point about it being expensive, slow and terrible acceleration does not out weigh the pros. Okay so it cost 250 manpower and a bit of fuel so does the soviet medics in terms of manpower. The fuel requirement is also needed as it is after all a vehicle which as I previously stated can heal and reinforce wherever you need it which I must stress is a HUGE tactical advantage.
L2P
See this is the Opinion of Hans. Great. Me I dont agree that it cons dont outweigh the pros. I lose is due to clever flanks. Not being too terribly close to the front lines. Its really not hard to kill it on a flank like killing a Kubel on a flank. But the Kubel is faster so there is that...
I would prefer a real Halftrack. Of course I am not USING it that way because I just identified why thats not possible.
OKWs truck imho is leaps and bounds better then the Major/Ambu in most situations. Unless of course you have pushed your opponent of the field entirely.
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