USF ambulance ability always on in HQ suggestion.
Posts: 474
If people find that too OP; why not make the medics that are in the ambulance not be grouped together with combat squads. I would like them to simply sit in my base and heal guys who go in and out while retreating and reinforcing. Not having them accidentally selected when I drag a box to move my units out of my base. Its probably meaningless to those who can click efficiently, make control groups, and are always looking at the tactical map and their ambulance when they have a moments respite. But I'm saying this for people who have problems with how much micro you already have to do with all of the other parts of USF's 'assymetric' playstyle.
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I made a similar thread on the past few days. This is one of those micro taxes on USF which doesn't provide any meaningful gameplay element.
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You should be able to "hull down" you Ambulance like an OKW truck giving it more HP/DR and the medics just hop out and go around healing.
That makes sense. When "hulled down" medics will automatically step out of the ambulance and heal? I like it.
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There is absolutely nothing awesome about pressing the healing button.
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The sov has a 270 mp upgrade which is fine, however I think it should be quit a bit cheaper myself.
Ostheer however is probably the worst in this sense because you have to spend both manpower and munitions, and honestly It is nothing but a pain in the ass, I wish it'd be an HQ upgrade like the sovs, I mean it's fine if you want to dig in somewhere but you don't see people doing that at all.
I get why it's set up that way but honestly not many players use it.
americans, I think the ambulance should be far cheaper then it currently is, also it should staticly heal a squad one at a time as all the other factions and use the skill button to heal the everything, (wait medics do this already don't they... well maybe if medics are in the truck sure that is a good idea)
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Whole reason its not active constantly is to prevent players from just rolling around an AOE heal everywhere. If you limit it to base that's not an issue.
Hull down would be cool too if it worked like the Opel Blitz trucks so there was some risk to doing that in the field due to the pack up time if a tank rolls up.
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Once again, USF has to micro the crap out of something that is automated with the other factions.
Posts: 254
+1
Once again, USF has to micro the crap out of something that is automated with the other factions.
Why not simply seeing at as a challenge?
Posts: 315
Why not simply seeing at as a challenge?
Really? You're going with that?
There's plenty enough challenges micro'ing USF that you don't need as something as mundane as healing to micro, too. Especially, as said, when the other factions DON'T have to micro to do it.
Posts: 254
Really? You're going with that?
There's plenty enough challenges micro'ing USF that you don't need as something as mundane as healing to micro, too. Especially, as said, when the other factions DON'T have to micro to do it.
Which is why bad players wont play USF successfully. Why not take pride in being good with USF?
Posts: 1891
The Soviet faction should get something like injects.
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