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.
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. |
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. Well, I suppose it's still quite possible for USF to lose their ambulance in such an attack, but at the least you can hopefully reposition before the incoming strike finds its mark. |
Thread locked.
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What are "Historical Skins"? Does this include custom skins, not merely the MWNL skins?
I would hope it includes the non-historical skins recently chosen in the War Paint contest. Some of them are just ... yeesh. |
Doesn't the GrW34 still have its old rate of fire (2.4 seconds, I think) when using barrage? Might need adjusting a bit if the damage profile on the ability is increased. |
So, if I understand this correctly, a vet 3 Conscript squad with no "original" members left would be exactly the same as a completely fresh squad in terms of DPS? |
And that fuel-free UC, as if the kubel wasn't bad enough, they just made a clone out of it.
Yeah, that was my reaction as well. |
I always figured this "feature" was intended because of the relatively fast pack-up time of these particular MGs. Most of the time, it doesn't much bother me (with the Soviet HMGs, anyway), but every so often, the game will seemingly glitch out with one of the crew members standing in place for far too long before continuing the retreat, which nearly always results in the unit getting wiped. I doubt that will get fixed, so it probably is for the better that the HMG42-style retreat be used for all HMG units. |
What sort of changes do thus propose, OP? You mention map design and bring up one map that is more conducive to the German/British style of play - should all maps fall into the mold of Langreskaya? What sort of changes concerning faction design do you envision that would give the Germans more of a fighting chance in the early game without crippling the Allies?
Making general observations is well and good, but as you've seen in this thread, doing so without providing specific talking points to spark meaningful discussion won't amount to much. |
In all other respects they are exactly the same. When it comes to building clearance the molotov is better because it's cheaper and throw time doesn't matter when hitting a station target.
Yes, it does. MG crews still have a pack-up time when garrisoned. |