I don't see why not. Only issue then would be the convoluted US base sector
I genuinely don't understand how that thing made it into the live game. Its horribly designed, and the weapon racks are still on the back of your base on certain maps
That's why I'm thinking you get to put them where you want, then you can attach them to the closest building you want and you could (in theory of course) adjust the AOE heals to let them heal past to where the squads stop when they retreat. Idk if it's possible, but it might be an alright band aid. |
Oh right I follow that. And good point on the bugs too, I feel like I take for granted how much adding new stuff can fuck with what we already have
Honestly just de-crewing and popping an RE squad in there is always on option too. But I wish the medics could behave like any other. Auto heal but within a set area, rather than potentially going on a cross-map journey
Maybe then madics can be attached to a base building (like the captain) that makes them function like normal medics. That could potentially work right? |
Most flares are fine, at least the ones that require a unit to deploy are since they... Require a unit. Arty flares are broken as far as game mechanics go (pay the exact same as other doctrinal recon, without any of the risks! Can't shoot it down nor does it alert the enemy to it on the mini map.
USF arty flares are odd too, more area but no flexibility. Idk I couldn't care if they were or were not changed. |
Panzer tactician can only be used defensively. Smoke shell can be used both offensively and defensively on allies.
Smoke shell isn’t just different, it’s better. You can’t nerf panzer tactician and pretend all is good.
Shooting the smoke shells requires far more micro and time. The thing about ptac is its an wz panic escape. It is undeniably better as an escape ability. Which, when combined with high armour values and blitz makes it even more potent.
But seeing as you would like an offensive ability, something discussed last time ptac was talked about was the smoke shooting ahead of the tank instead of on the tank. Naturally you would support this entirely because then it could be used offensively and would thus be better right? |
That could work but isn't that exactly the thing you wanted to avoid? If you do damage reduction within base it can still leave the base sector thus giving it the "best of both worlds" scenario
I could be misunderstanding you. But that's why I go with the permanent setup route. You can have your fragile mobile option, or you can give that up and not worry about instant deletion
Not the best of both at the same time though. If you are keeping it in base you are still paying upkeep on it and forgoing the flexibility of its mobility. I'm just worried of the bugs a locked down ambulance would create (if it's even possible) tbh I think a wehr bunker esq clone would be the best. Come to think of it, would it be possible to make a fighting pit have a healing aura if garrisoned with medics? Then you still buy the ambulance but can use it as you please |
Smoke shell is used offensively, which is much better.
Unless you need a defensive ability. It's almost like they fill different roles... |
There's still plenty of other ways an ambulance can die that it's a fair change nontheless. Way more vulnerable to basebombing from howies or rocket arty
Medic models can be killed too but they respawn for free
It's slow as fuck and super fragile. 99.9% of the time, taking it out of your base is not worth the risk so it's "mobility" is barely worth a damn already. Needs to be stationary to reinforce, and can only do so in friendly territory
I'd previously suggested that base sectors grant a damage reduction to the owner to help prevent base raping. |
I think lowering the is-2s armour is a good move. Increasing the panthers pen with vet would also be a nice change for the general armour match up. All factions should be able to face all units without doctrines and at the price of the panther I don't think it's unreasonable for it to better face heavy armour |
Ok, I think you are trolling, you keep missing the point.
If you have a point I am absolutely missing it. If the enemy feels certain enough that they can dive all the way to your base safely that's a you problem not a balance problem. If they are trading their 222 wow the cost you 50mo and lost 15 fuel. That's not a good trade especially with how great 222 vision is later on. It's worth keeping. Try going lieutenant if this is a reoccurring issue as a single zook and a vetted rifle is more than enough to make sure they won't dive. Again, it's not a balance problem the enemy feels safe diving into your base
That said, a pop free base locked Ost healing bunker clone would be acceptable as an easy alternative but just so you know, if you don't build counters they will still dive your base regardless of how you set up your healing. |
I'll answer that even though it's painfully obvious, but you're missing the point.
They don't know what you have or not, sometimes they just YOLO their way in to take out the med trucks because everybody in 1v1 knows it's going to be there waiting at the front entrance and that they can kill it with one shot and get away.
So again, if it wasn't a problem why is it that easy and why does everybody do it?
If I want to destroy the ostheer's med bunker do I have to make a commitment and take the risk? Yes, and so I will just do it when I'm certain that I can stay there for the time it takes to destroy it.
The same with OKW.
In 1v1 you will see the USF base getting dived on absolutely 2/3 of the time, there is no risk, it's easy and fast, and that's why they all do it.
It's also pretty dumb to just tell us to move the truck when I see he is coming, you think we don't do that?
If it was this simple it wouldn't be a problem.
The enemy diving into your base because they know you don't have a counter because you have elected to not produce a counter is not a balance issue. |