Ambulance lockdown ability?
Posts: 211
Can the ambulance gain an ability to lockdown in the base sector only to increase its resistance to AT fire or gives it more health? Something like two to three tank shots to kill?
Posts: 172
Permanently BannedPosts: 13496 | Subs: 1
Buff katyusha health while ure at it since werfer is tankier
Although off topic the argument makes little sense.
Werfer Armor:
20/10 Health: 160
Kati Armor:
7/5 Health: 160
Both units have very low Armor and increasing kati HP would mean it would need 2 rounds from a tank to die making allot "tankier" than wefer/stuka.
Posts: 353
Although off topic the argument makes little sense.
Werfer Armor:
20/10 Health: 160
Kati Armor:
7/5 Health: 160
Both units have very low Armor and increasing kati HP would mean it would need 2 rounds from a tank to die making allot "tankier" than wefer/stuka.
Problem Only USF Scout car unit like M20 .50cal not harm Rocket werfer or panzer werfer (and infrared Halftrack)
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back to topic
2 problem about Ambulance when I play on team game
1 if to get risk to frontline It easy to get sneak attack from rakenten It should more HP for survive ambush shot ?
2 when lock down base their got Change to destory by 105mm lefh 18 low hp mean is easy got AOE damage
and wreck too
Posts: 172
Permanently Banned
Although off topic the argument makes little sense.
Werfer Armor:
20/10 Health: 160
Kati Armor:
7/5 Health: 160
Both units have very low Armor and increasing kati HP would mean it would need 2 rounds from a tank to die making allot "tankier" than wefer/stuka.
Atleast werfer isnt destroyed by 2 shots from a mp-40 accross the map
Posts: 3260
Posts: 3053
Although off topic the argument makes little sense.
Werfer Armor:
20/10 Health: 160
Kati Armor:
7/5 Health: 160
Both units have very low Armor and increasing kati HP would mean it would need 2 rounds from a tank to die making allot "tankier" than wefer/stuka.
Meanwhile katy has less than half the armor but ok.
I don’t see any real problem there but I’m just pointing out the inconsistency of the argument.
Posts: 955
BTW I think the ambulance should just get a health increase by default to be generally tougher to get rid of, even on the field... nothin big that would make u wanna use it for scouting purposes, but just to survive one AT/tank shot
Posts: 1323 | Subs: 1
Posts: 13496 | Subs: 1
Meanwhile katy has less than half the armor but ok.
I don’t see any real problem there but I’m just pointing out the inconsistency of the argument.
My objection was to proposed solution of increasing HP, that would make kati far more "tankier" than weffer since it would be able to survive a shot from most ballistic weapons.
I doubt that the cases that the "superior" armor of weffer made any difference are noticeable.
Can we go back to ambulance now?
Posts: 3145 | Subs: 2
Posts: 32
Edit: Just to be clear, with the implication being that when it's deployed, it has higher resistances and HP, but when it's mobile it might as well be made of paper mache.
Posts: 3145 | Subs: 2
I am but a noob, but could a solution be to have the ambulance "deploy" like a medic bunker or one of the OKW trucks, with the option to "go mobile", each conversion taking 10-15 seconds or so?
Edit: Just to be clear, with the implication being that when it's deployed, it has higher resistances and HP, but when it's mobile it might as well be made of paper mache.
Nope, game doesn't have an undeploy state for whatever reason, if it did we would have the ability to pack up OKW HQ trucks and move them, at least in mods.
If it deploys it stays there until destroyed, they went with the only possible solution of being mobile while also "locked down".
Posts: 32
Nope, game doesn't have an undeploy state for whatever reason, if it did we would have the ability to pack up OKW HQ trucks and move them, at least in mods.
If it deploys it stays there until destroyed, they went with the only possible solution of being mobile while also "locked down".
Damn.
Hull down perhaps?
Posts: 13496 | Subs: 1
Nope, game doesn't have an undeploy state for whatever reason, if it did we would have the ability to pack up OKW HQ trucks and move them, at least in mods.
If it deploys it stays there until destroyed, they went with the only possible solution of being mobile while also "locked down".
One can probably use the Ostheer opel truck mechanism if one want to achieve that effect.
Posts: 3166 | Subs: 6
Or it should be able to deploy anywhere but its healing abilities would have to receive penalties (when deployed): reinforcement cost/time penalty (similar to OKW forward retreat point) and healing should become model-based instead of an aura. Trade some utility for survivability.
Posts: 440
Posts: 32
how about reduce target size ?
As previously mentioned: I am but a noob, so this is a genuine question.
Does target size affect stuff like "attack ground" or artillery attacks?
Posts: 503 | Subs: 1
Posts: 13496 | Subs: 1
As previously mentioned: I am but a noob, so this is a genuine question.
Does target size affect stuff like "attack ground" or artillery attacks?
Target size is only used for accuracy checks that involves small arm fire and ballistic weapon.
I also have a similar question. Is attack ground subjected to the same accuracy/scatter modifiers as a regular shot?
Attack ground probably does not use accuracy checks at all since it the target is the ground.
The scatter modifier seem be lower but my vary from weapon to weapon.
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