Cant add proper base for USF according to balance team. Sander93 explained in other thread that normal base layout for USF would be too unbalanced. You could hide your ambulance and prevent it from being easily one shot after all.
Please don't spread misinformation. I never said it would never be balanced, I gave feedback on how I thought that with the layout and retreat points at that time it would be unbalanced compared to other factions, and the modder looked into fixing that based on that feedback. I never said anything about being able to hide your ambulance:
Where do units retreat to? The truck in the middle? That would make it pretty unfair compared to other bases because retreating infantry would be much more protected against dives by all the tents and weapon racks around it.
https://www.coh2.org/topic/93337/usf-base-reorganization-mod/post/758063
Same thing as I said above. What I mean is that with this base layout, if units retreat to the truck in the middle, they are protected by structures automatically without player input. No other base in the game has this.
It's just a balance concern from me. If their retreat stopped at the outskirts of this base, like with all other bases in the game currently, then it'd be fine.
https://www.coh2.org/topic/93337/usf-base-reorganization-mod/post/758066
And the modder's reply:
I must admit that I focussed on pathing and visuals, but completely forgot about the retreat point. Would it be fair to set a retreat point on the Company Command Post?
https://www.coh2.org/topic/93337/usf-base-reorganization-mod/post/758090
Ahaha yes, he also say the ambulance one shot mechanism is impossible to solve, game engine forbid the ambulance to have more HP or faster acceleration.
Please don't spread misinformation. I said that it was looked into giving the Ambulance more HP only in the main base sector and that it was found to be impossible, and that we decided not to give the Ambulance more basic durability (like more health or acceleration) out of balance concerns for team games:
Giving the ambulance additional health or durability in base was looked into but didn't seem possible. Giving the ambulance increased durability itself is a hard no because a forward ambulance rush is really strong in team games and it needs to be vulnerable to balance that. It sucks that it's so easy to dive in the main base, but there doesn't seem to be a way to prevent that. At least an evacuated medics squad will now be significantly more useful, but you seem to have ignored that change.
https://www.coh2.org/topic/95399/usa-september-patch-discussion/post/767310
To be frank, I think it's quite sad how you two have taken your fanboyism down to a level of spreading blatant lies.