I don't think he identifies bugs, rather than has the will to abuse them and an ear to hear about them.
Whoever of the first three would fix/identify bugs on the game related to gameplay.
So they should just have him on payroll as a contact for the word on the bug-abuse streets?
A good point, one which I hadn't considered, but I was thinking more of a situation in which your medics are killed from artillery or the like. From what I recall, it takes a fair amount of time for them to appear back on the field.
That is also a good point I didn't consider as well. I have absolutely no clue about the parameters of those guys coming back...
Another potential point in favor of AoE healing is the fact you don't have to worry about temporarily losing the ability to heal your units when your base/medic building comes under bombardment.
No, I'm pretty sure the AoE healing consistently has the drawback of immediately not working for units that are considered in combat (and will just as immediately work again once a unit goes out of it). I haven't read the Ambulance in a long time though, but the Infantry Section healing definitely works this way.
Also, the poll, while predominantly about the concept of emplacement mechanics it is specifically about Allied Simcity. Look at the I don't know option, it says ie. I only play as Allies.
You are very over-representing in this thread, I have to say. And you can play ignorant to the major difference in difficulty dealing with Brit emplacements and OKW tech structures all you want, but that won't change the reality that it's an order more difficult at least to get rid of Brit emplacements. Then add another order with the new doc.
Then why are you talking about game design fun instead of game balance? Why are you mentioning the UKF emplacements in general instead of the specifics that make the difference? I frankly had the same reaction as Aerohawk.
If you think the UKF's emplacements' potential are specifically too difficult to dislodge and slow gameplay down around them, you should mention why them instead of just saying "UKF emplacements aren't fun", which is why Aerohawk brought up basically "Well, OKW trucks are conceptually similar too." to the discussion, for the absence of mentioning OKW to this logically implies that OKWs' version of emplacements are fun.
Alright noob (coming from someone who isn't that great himself) listen up!
At the lowest level of play, USF is difficult to play. Why? Because with the USF, you're always attacking, have to apply constant pressure, and your units are fragile. For example: 2 jacksons beat a panther, but a noob will lose one of those jacksons in the first engagement, the panther slips away wounded, then comes back and solos the 2nd jackson.
Because it's harder for a noob to get potential out of his faction for USF than axis factions, you could say that USF is UP at the noob level.
But no one balances the fucking game for noobs. For 1v1, at the pro level, the factions are all close to equal*
*map can be a large factor though
More or less that. You just need some practice keeping everything moving, OP.
And basically for Jacksons, don't ever chase with them. It'll take a bit to get the situational awareness to realize when you can.
I have one q about smoke grenaids. Will my troops be blind to? I meen the smoke most limit my view to!?
Yes, thus you must use smoke in a way that it costs the enemy more than yourself (for example, stopping an HMG from firing, allowing your Riflemen to get out of its firing arc or overwhelm its allied Grenadiers that are relying on it)
Brits infantry aoe healing is ok or change it that the unit using the skill change to medics for awhile? But ambulance should be made that the medics come out and heal units. Which makes the use of ambulance on field little more risky and little more slow. (Medics need to board again).
Believing USF Ambulance healing could use nerfs is fine. Suggesting that the painfully-slowly-accelerating made-of-plastic Ambulance be more cumbersome to move isn't.
No one has actually negated Aerohawk's point that OKW's potential for simcity and UKF's potential for simcity are still both simcities - immobile, tough structures that work together to lock-down significant territory that can get to a point which requires counterbuilding and playing to avoid them entirely until you can hope to destroy them.
It doesn't matter about the distinctions in practice, because this thread is not asking "Are UKF simcities overpowered", the thread is "Is SimCity a boring game mechanic to play against?" which speaks of the overarching existence of the design choice entirely and not the specific numbers relating its balance.