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russian armor

Ambulance QoL Change

Make the USF ambulance use Handbrake instead?
Option Distribution Votes
75%
25%
Total votes: 36
Vote VOTE! Vote ABSTAIN
25 Mar 2019, 12:20 PM
#1
avatar of Lago

Posts: 3260

Straightforward QoL change for the USF Ambulance. As a QoL change, it doesn't change what the unit can do at all but makes it a bit more user-friendly.

USF Ambulance
  • Add the Handbrake ability.
  • The healing aura turns on automatically when the Ambulance is stationary.


The USF Ambulance currently has a toggle for its healing aura. You turn it on and the Ambulance heals everything around it but can't move. You turn it off to move it again.

I suggest separating these: the ambulance automatically heals if stationary, and the Handbrake ability is used to lock it in place.

  • The Ambulance will automatically start healing when you build it, so you don't have to move you camera back to your base, tell it where to go, wait for it to get there and turn the aura on.
  • The Ambulance has a clear visual indicator (a big green lock) when it's locked down, so you're far less likely to have it ignore an order to run away or decide to follow your troops onto the front lines.
  • It's much easier to use the Ambulance on the front, as you don't have to constantly toggle the aura on and off to move it.
  • You can tell the Ambulance to go somewhere and then focus on something else: it'll automatically start healing as soon as it stops. No more babysitting the Ambulance while you're trying to micro an engagement.
25 Mar 2019, 12:50 PM
#2
25 Mar 2019, 12:55 PM
#3
avatar of Lago

Posts: 3260

Apparently two people don't.

To me this is like when they stuck Handbrake on halftracks, so I'm intrigued as to why anyone would prefer the ambulance as is.
25 Mar 2019, 12:55 PM
#4
avatar of Tiger Baron

Posts: 3145 | Subs: 2

ddd
25 Mar 2019, 13:37 PM
#5
avatar of ddd

Posts: 528 | Subs: 1

I dont think making forward healing and retreating any stronger is needed. Main problem with ambulance is that enemy can just send vehicle to your base and kill it easily (especialy puma and p4). There should be stationary mode that takes some time to set up and pack up, making ambulance much more survivable. It should be possible only in base sector. Or just add med crates for rear echelons so you dont have to deal with ambulance bullshit when enemy made his point to kill it.
25 Mar 2019, 13:45 PM
#6
avatar of Lago

Posts: 3260

It's not stronger. It's exactly the same. It's reimplementing the same ability in a slightly more user-friendly fashion.

Take Prioritise Vehicles. You don't actually need that ability: you can manually retarget the tank constantly in a fight.

They added it because lacking it generated a load of unnecessary, frustrating extra micro to make your tank perform a simple task.

This is the same. The Ambulance doesn't gain any extra capability. The difference is you can tell it what to do and do something else.

Or just add med crates for rear echelons

What about med crates on the medics?
ddd
25 Mar 2019, 13:51 PM
#7
avatar of ddd

Posts: 528 | Subs: 1

jump backJump back to quoted post25 Mar 2019, 13:45 PMLago


What about med crates on the medics?


Well you still have ambulance that will get rekt then. Why make it so complicated, either allow ambulance to set up into more fortified position in base sector or give med crates to RE so you dont lose 250mp and 10f when someone a clicks puma into your base sector.

Or add smoke to ambulance Kappa123
26 Mar 2019, 11:14 AM
#8
avatar of Lago

Posts: 3260

Those would all be buffs. This is just a quality of life change.
26 Mar 2019, 11:20 AM
#9
avatar of jagd wölfe

Posts: 1660

Ok...who the f#!€ would vote "no".?

Polls in this community in a nutshell...
26 Mar 2019, 11:34 AM
#10
avatar of Lago

Posts: 3260

Ok...who the f#!€ would vote "no".?

Polls in this community in a nutshell...


Five people, apparently.
26 Mar 2019, 12:06 PM
#11
avatar of Grim

Posts: 1096

jump backJump back to quoted post26 Mar 2019, 11:34 AMLago


Five people, apparently.


Tbh I think we can guess who in this forum would vote no :)
26 Mar 2019, 13:05 PM
#12
avatar of sluzbenik

Posts: 879

I feel that the higher CPM required to play US successfully (with so many different types of squads and abilities that need to be used to win) is what balances out the strength of their infantry and abilities, so I voted no.

This mobile healing/reinforce mechanic, free of cost other than the ambo purchase, is something no other faction has, and many top players are able to move their entire army, activate the ambo, and micro their blob just fine currently. Such a change would make that fast ambo/blob playstyle even more powerful than it already is and lower the skill/CPM requirement for using it.

26 Mar 2019, 14:00 PM
#13
avatar of ElSlayer

Posts: 1605 | Subs: 1

Yes, because it can make a difference between alive and dead ambulance when cheesy recon + offmap arty are used against you.
26 Mar 2019, 18:55 PM
#14
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
I feel that the higher CPM required to play US successfully (with so many different types of squads and abilities that need to be used to win) is what balances out the strength of their infantry and abilities, so I voted no.

This mobile healing/reinforce mechanic, free of cost other than the ambo purchase, is something no other faction has, and many top players are able to move their entire army, activate the ambo, and micro their blob just fine currently. Such a change would make that fast ambo/blob playstyle even more powerful than it already is and lower the skill/CPM requirement for using it.



+1 You nailed it right on the head. Plus the ambo is the only healing building that can heal an unlimited # of squads at one.
26 Mar 2019, 19:55 PM
#15
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



+1 You nailed it right on the head. Plus the ambo is the only healing building that can heal an unlimited # of squads at one.


Doesn't all AoE healing effects have no limits in the amount of models they can heal ?
26 Mar 2019, 20:10 PM
#16
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned


Doesn't all AoE healing effects have no limits in the amount of models they can heal ?


Ambo has the biggest radius. OKW and UKF aura heals are much lower radius. Ambo is the ultimate healer for forward retreat points.
ddd
26 Mar 2019, 21:07 PM
#17
avatar of ddd

Posts: 528 | Subs: 1

Please give usf healing mechanic that is not countered by puma. Make it immobile and keep fuel cost but much more durable. Either defensive setup for ambulance that can be only used in base sector and takes long time to estabilish, medic crates for rear echelons or upgrade in HQ, something that lets you play the game without worrying about light vehicle in your base hunting for ambulance. No forward retreat bullshit.
27 Mar 2019, 03:10 AM
#18
avatar of distrofio

Posts: 2358

jump backJump back to quoted post26 Mar 2019, 21:07 PMddd
Please give usf healing mechanic that is not countered by puma. Make it immobile and keep fuel cost but much more durable. Either defensive setup for ambulance that can be only used in base sector and takes long time to estabilish, medic crates for rear echelons or upgrade in HQ, something that lets you play the game without worrying about light vehicle in your base hunting for ambulance. No forward retreat bullshit.


But its the biggest pleasure to dive in with a puma and 1 hit kill that ambo! Pls dont remove that! There is a lot of skill involved in a base dive! The topic is about handbrake not a fortified ambulance...
27 Mar 2019, 23:22 PM
#19
avatar of Lago

Posts: 3260

Medics that can set up as a healing post isn't a terrible idea, but it's outside the scope of a QoL change. This'd have to go in Balance for that, not Gameplay.
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