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Ambulance and medics (USF/UKF)

16 Aug 2015, 00:57 AM
#1
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Changes:


-Reduce ambulance popcap by 1. *

-Increase acceleration by .3 (right now it's slower than KT at 1.3)

-Medics inside the ambulance have 0.5 popcap (actual 1popcap) *

-Medics receive a new ability. For 30 muni they get stuck into a position and passively heal units nearby constantly. *
---Stuck mechanic like the major
---AoE healing like NDA (slower than manually healing or ambulance skill)


*This might or might not be necessary but i don't see any drastic consequences with it.

*This is also intended for the UKF medics (which i'll assume will give the same headaches as the USF medics).

Thoughts behind this:
I'm trying to address several things with this. Popcap for mid-late game bleed, micro sink by having to activate skills for every time you want to heal your troops (or the medics running into the front) and reducing the penalties of losing the ambulance while having it on the "front" or by an enemy flank.

Overall, i'm reducing just 2.5 popcap (3.75mp drain). Not a drastic change.
While having a better acceleration, you could escape from threats a bit more easily (it would have Sturmtiger acceleration, so nothing amazing).
If you could have a "secondary" source of healing, you wouldn't be as much as afraid of losing the ambulance.

If we compare it to other factions healing sources, you'll see it won't be imbalance on cost.
-Soviet pays 250mp and they are stuck at their HQ
-OKW get it passively with T1
-OH has to spend 150mp (bunker) and 60muni. They have the flexibity to do it where they want.

Notice that none of them have a popcap cost and they reinforce automatically after been killed.
-As USF, you'll realistically spend 160mp on a RE to recrew the ambulance (or any other unit) and put the medics wherever you want. The 30 muni cost is to account for the fact that the medics have a popcap cost attached to them and it will cost you mp to reinforce them in case they get killed. In the end it's just a +10mp -20muni difference with OH medic bunker.
You could argue it's a more flexible or mobile medic bunker, but again, you are paying munition for each time you settle down for a more vulneralble healing source.
16 Aug 2015, 01:21 AM
#2
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

i like.
16 Aug 2015, 01:24 AM
#3
16 Aug 2015, 01:25 AM
#4
avatar of BeefSurge

Posts: 1891

I agree OP.
16 Aug 2015, 01:28 AM
#5
avatar of Appleseed

Posts: 622

i think it may make USF heal troops too fast, USF ambulance already have the AOE healing, it have some cds but it is the only real AOE healing in the game. which heals big group of units very fast. once we have the medic setup medic station, (i will call that for now) and let RE in the ambulance and use the skill. it will heal big group super fast. which could be broken for USF that use medic station+ambulance as a FHQ like SU since the infantry in both aura will heal super fast. that is all i can think for now, maybe give the ambulance positive heal and lower the healing rate to units near it once it stop instead and remove the skill.
16 Aug 2015, 02:12 AM
#6
avatar of Porygon

Posts: 2779

I rather they make medic garrison fighting position into COH1 style Triage.

Tommies healing is OP and making every other faction healing looks like a joke.
A blob that can do self-AOE healing is like <444>_<444>
16 Aug 2015, 02:14 AM
#7
avatar of Appleseed

Posts: 622

jump backJump back to quoted post16 Aug 2015, 02:12 AMPorygon
I rather they make medic garrison fighting position into COH1 style Triage.


that is a pretty good idea
16 Aug 2015, 02:30 AM
#8
avatar of ClassyDavid

Posts: 424 | Subs: 2

Interesting idea, will be good I feel as there was a actual unit in some mod where you buy some medics and hold a position were they automatically heal units. I also liked of medics garrisoning FP and healing troops around those points.
16 Aug 2015, 02:33 AM
#9
avatar of Pedro_Jedi

Posts: 543

I'd suggest give the medics free AoE healing (with the "getting stuck" requirement), but they can't reinforce - only ambulance can. So, it could be good, but you need both to be powerful. No price attached, small micro needed. Stuck medics could have +25% received accuracy.

What do u think?

Edit: typos
16 Aug 2015, 02:44 AM
#10
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

i think it may make USF heal troops too fast, USF ambulance already have the AOE healing, it have some cds but it is the only real AOE healing in the game. which heals big group of units very fast. once we have the medic setup medic station, (i will call that for now) and let RE in the ambulance and use the skill. it will heal big group super fast. which could be broken for USF that use medic station+ambulance as a FHQ like SU since the infantry in both aura will heal super fast. that is all i can think for now, maybe give the ambulance positive heal and lower the healing rate to units near it once it stop instead and remove the skill.


I'll have to check healing rates but you'll be spending 160mp + 30mu to "overheal". Not like you could build a medic bunker on top of a OKW FHQ (which nobody does). Most of the time you are wasting time reinforcing rather than healing.

jump backJump back to quoted post16 Aug 2015, 02:12 AMPorygon
I rather they make medic garrison fighting position into COH1 style Triage.

Tommies healing is OP and making every other faction healing looks like a joke.
A blob that can do self-AOE healing is like <444>_<444>


The AoE wasn't amazing neither the healing. It also force your units out of combat.

Having the fighting position to be a healing bunker when garrisoned by medics isn't a bad idea at all, i guess just another type of implementation.
16 Aug 2015, 03:37 AM
#11
avatar of Horasu

Posts: 279

I like it. Allied factions need to be less micro intensive. This is a good step.
16 Aug 2015, 05:55 AM
#12
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

jump backJump back to quoted post16 Aug 2015, 03:37 AMHorasu
I like it. Allied factions need to be less micro intensive. This is a good step.


i'm not sure they do (see Eldar, DoW2) but any micro they require over the "average" should be in order to make powerful and immediate changes, not simply to do the same things comparable axis squads do at the same cost. i think you can say that the allies generally have some micro intense but more powerful units right now but i also think that there is an issue in that most of the powerful axis units are both strong and low micro (see V, VI vs sherman, ISU; not a great comparison but does make my point).
16 Aug 2015, 06:25 AM
#13
avatar of Horasu

Posts: 279

i think you can say that the allies generally have some micro intense but more powerful units right now


Yeah, no. I agree that more micro should mean more rewards, but that's not the case right now at all. USF particularly as a faction involves intense micro for par or subpar results. I don't know why you typed out this part of the sentence and then continued on with your next part, they contradict each other.
16 Aug 2015, 09:14 AM
#14
avatar of Mr. Someguy

Posts: 4928

I think the Ambulance should passive heal units around it once it's been parked for a few seconds. Alternatively, a manual set up that does the same thing, but triples HP and Armour.

It could have Overdrive, but I am against a general speed increase.
16 Aug 2015, 12:12 PM
#15
avatar of Porygon

Posts: 2779



I'll have to check healing rates but you'll be spending 160mp + 30mu to "overheal". Not like you could build a medic bunker on top of a OKW FHQ (which nobody does). Most of the time you are wasting time reinforcing rather than healing.



The AoE wasn't amazing neither the healing. It also force your units out of combat.

Having the fighting position to be a healing bunker when garrisoned by medics isn't a bad idea at all, i guess just another type of implementation.


What other healing doesn't force your units out of combat?
16 Aug 2015, 12:43 PM
#16
avatar of BeefSurge

Posts: 1891

Battlegroup HQ, the Brits
16 Aug 2015, 13:22 PM
#17
avatar of Barrier
Patrion 28

Posts: 146

Those medics really need a "Stay put" option. Once activated they would only move a couple meters away to heal soldiers but would always return to their origin, just like all the other medics (bunker, truck, hq)
16 Aug 2015, 14:16 PM
#18
avatar of SwonVIP
Donator 11

Posts: 640

-Increase acceleration by .3 (right now it's slower than KT at 1.3)

The ambulance shouldnt be a front unit which can quickly escape... it should be a risk to move your ambulance to the front line to reinforce troops there.

Pop cap isnt a problem imo while the pop cap abuse bug still exists
16 Aug 2015, 18:59 PM
#19
avatar of The Big Red 1

Posts: 758

jump backJump back to quoted post16 Aug 2015, 03:37 AMHorasu
I like it. Allied factions need to be less micro intensive. This is a good step.

as long as i dont have to run all the way back to base to pick up my weapons which can sometimes be really FAR away thats fine by me
16 Aug 2015, 22:30 PM
#20
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post16 Aug 2015, 12:12 PMPorygon


What other healing doesn't force your units out of combat?


The ones which have no popcap tiered to them. Unless you blob all the time, you are gonna have to pull back units in order to be able to heal your troops (unless you equip medkits on all your units)


jump backJump back to quoted post16 Aug 2015, 14:16 PMSwonVIP

The ambulance shouldnt be a front unit which can quickly escape... it should be a risk to move your ambulance to the front line to reinforce troops there.

Pop cap isnt a problem imo while the pop cap abuse bug still exists


As i said, it has worst mobility than a KT and i'm trying to make it move like a Sturmtiger. That's not a quick escape.

Popcap "abuse" only works for really late game with Priest and MAYBE Jacksons. And still, you can't be "afk" with your units so you just save some mp sometimes.

PD: it's not a bug, it's part of the design of the faction.
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