To explain the issue, take a look at this video at the timestamped mark [26:12] for 15 seconds:
This is not the first time (nor will it probably be the last) my ambulance will be killed by a stray vehicle or AT gun shot, as well as for many of you. Killing an ambulance like this is never intentionally done nor is it a factor of RNG that other factions may suffer from with how their healing structures are made.
Solution: Give ambulances a modifier to survive a shot from a medium tank or equivalent (160 damage) when not intentional.
These could be:
* 5% damage reduction while in the base sector
* 5% damage reduction while healing ability is active (code could be borrowed from 251 half-track)
* both of the above combined
* any other solution that achieves the intended goal of surviving a stray shot while not affecting other interactions.
(NOTE: These damage reduction modifiers may not be exact, but the point is to allow it to survive a stray tank or AT gun shot)
With these solutions the time to kill an ambulance by a puma or 222 dive should remain the same, while also preventing stray shots from randomly deducting 250 mp 10 fuel from you. Medium tanks can still purposefully attack an ambulance and kill it with 1 shot and at most 3 mounted mg shots or infantry fire. If its healing ability isn't deployed with the above solutions, it'll die in 1 shot all the same.
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Post History of TwistedTootsy
Thread: Prevent ambulances from dying to stray shot25 Jun 2020, 15:57 PM
Thread: SMC Spring 2019 Sign Ups23 Apr 2019, 06:10 AM
Thread: California Classic 3 signups31 Mar 2019, 07:24 AM
Steam ID: 76561198045698939
LATE SIGNUP. I thought I'd still do it so that a no-show problem wouldn't happen at last CC hopefully.
Thread: SMC Saturday Showdown Signups15 Mar 2019, 19:13 PM
Thread: Volks are disgustingly good, need toning down.25 Oct 2018, 19:17 PM
I think volks need a nerf. I believe their problem is both appearing and re-appearing on the field too quickly. You may beat back a volk squad, but they'll be back on the field more quickly than other squads of the allies faction (with the exception of conscripts which are generally weaker than the volks mid-late game). Additionally, OKW can do strong early game aggression by quickly rushing a point with their sturms to then be backed up by volks. While giving an advantage and reward with risky behaviour, OKW is not too punished by this risky behaviour because the next volk squads can come out quickly and cap home territories, allowing the OKW to have enough map control while also being aggressive. There SHOULD be an oppurtunity cost to this or risk/reward system, but there is currently not.
I believe the best way to balance this system therefore is by increasing build times of volksgrenadiers to reduce BOTH early game aggression and home-point capping so the player must choose one only, as every other faction must do to engage in risk/reward behaviour. Additionally, the reinforcement times for volks should probably be increased by 2-3 seconds because they re-appear on the field too quickly as mainline infantry who are also enhanced by a weapon upgrade (that is omni-useful at all ranges.)
It's important to note that this problem of OKW being too good at early aggression while also being able to cap home-territory in a timely manner is a problem actually caused by them having an extremely capable sturmpioneer squad at the start which verily outperforms other engi units and is perfect for rushing due to starting with them instead of needing to build them. It's just that the best solution is to actually nerf volksgrenadiers build and reinforce time.
Oh and playercard https://www.coh2.org/ladders/playercard/steamid/76561198045698939
Thread: Rifle Company Abilties should be consolidated4 Oct 2018, 15:34 PM
Riflemen get flares and the fire up ability at 2 CP and they count as two abilities for the Company. Since a lot of commander abilities are being combined into 1 slot for the revamp I think that these two should be as well. In the spare slot Riflemen should get the "Riflemen Field Defenses" to truly make it Rifle Company
Thread: My Balance thoughts on Revamp Mech Company2 Oct 2018, 16:20 PM
2 Oct 2018, 05:38 AMmiragefla
So I tested the HVAP rounds. They are observedly useless on infantry on direct hit, unlike sherman anti-tank rounds which have a small blast radius but still damage on direct hit on infantry. I can understand this. I'm a fan of ammo switching because its a skill based ability and is easily predictable when playing against. There's a big difference between a M4 Shermans ammo switch and less between the 76 Sherman. Ex. An M4 sherman will hardly ever penetrate the front armor of a luchs while in HE mode, but a 76 will penetrate regardless of ammo type.
Also I tested the HVAP rounds and.... They 90% of the time penetrate the front armor of a panther at max range (during slug testing) while having roughly the same fire rate as the panther (not to mention the accuracy boost hvap rounds give.) Of course, the panther has a longer range and better armor and health still. If the 76 shermans were to keep this HVAP round ability I'd actually bump up the price to 135 fuel 380 Manpower and they'd still be totally worth it for the consistent hits and penetrations. This is currently almost the same fuel price as a jackson but instead of long range anti tank you would have medium range anti tank with anti infantry as well with the 76 Sherman. Without the HVAP round I'd agree that 125 fuel is an okay price since it would be on equal footing with the p4
Thread: My Balance thoughts on Revamp Mech Company2 Oct 2018, 05:06 AM
Coming from me, I know it might sound bad, but the WC51 being able to get an MG for 45 munitions was a needed buff, while the nerf of making it come out later is appropriate. I'm indifferent towards it being able to capture points because I've always done that by just decrewing it when I don't have other squads nearby.
Halftrack and Assault Engineers
Removing ass engies from this doctrine was a big hit though, but also understandable. It granted demo charges, 30 muni mines, and flamethrowers to a faction that doesn't even have 1 of these 3 normally in any other doctrine. Although it saddens me, this is okay from a balance standpoint for the exchange of cavalry riflemen which also have unique utility, just not as much.
Cavalry Riflemen and their Abilities
So they have access to ONLY the penal anti vehicle satchel and not a default satchel. I'm fine with this, as adding the default satchel would give HUGE anti building utility to USF at 1 CP. Their performance is equivalent to assault grenadiers and slightly less than pgrens at anything not closee range which I suppose is expectable as they come out 1 cp sooner than assgrens and even better with their thompsons. They've also got smoke that isn't attached to grenade tech and the suppressive fire ability from paratroopers. They don't even need an upgrade to use it. This doesn't really make sense for a close range squad ability to do this ability at long range. It'd unnecessarily overpowered so I'd remove it. I honestly never use smoke so I can't judge the smoke grenade ability, although I foresee me using it now.
EDIT: Forgot to add this, but I'd nerf the timer on the satchel charges. I'd actually make them at least 2 seconds longer to avoid the play of just driving by a vehicle, dismounting the riflemen and throwing a satchel. At least this way the player with the vehicle being satchelled has a greater time to react and get away to avoid over the top cheese. The vehicle would still be eventually disabled and probably behind enemy lines, but then the quick and deep strike nature of Mech company would be able to compensate for this and attack it.
M76 Sherman tank changes
I used to think that this wasn't appropriate because I always thought the 76 Sherman outperformed the p4. But testing the two tanks in a slugfest actually resulted in the p4 winning most of the time in slugfests medium and long range. I suppose this is okay but I wouldn't mind at all if it was reverted to 135.
Honestly, I see Mechanized Company becoming actually meta now. The reason I play Mech company basically every game was because it was so fun, because it was literally a glass cannon that could lose you the game in an instant and was very exhilarating.
ABOUT DAMN TIME
Thread: Sign Up for the Battle for Berlin 2v2 Tournament14 May 2018, 23:38 PM
Team captain: TwistedTootsy
Steam ID: 76561198045698939
Teammate name: KIMBO MADAFAKING SLICE
Steam ID: 76561198119735791
Thread: M.F. 2v2 Tournament Sign-Ups 25 Sep 2017, 18:01 PM
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