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Buildings/Healings
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Topic: Buildings/Healings (Read 3129 times)
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Bubz
EIR Veteran
Posts: 726
Buildings/Healings
«
on:
June 18, 2009, 03:24:34 am »
Allright, here's my view on healing centers/medikits/bunkers.
I think that all healings (a part from british that is timer based) should give (zeal) increased damage, lowered accuracy and such:penalties, from triage, to scout car, to medikits, because too many times they are used as offensive weapons. Medikits obviuously should get a price decrease, triage should be extended to all doctrines and made cheaper (100 munitions) and with a smaller healing range (to avoid the unattackable garrisoned mg effect). Then I think the wehrmacht bunker is too cheap for 5 munitions, expecially because it's a placeable stone building where you want it, even if it costs 1 pop, remove the pop cost but make it more expensive (30-40), this will also help to avoid the support spam plague. That is to make healings usable as HEALINGS and not as offensive weapons/steroyds
Discuss without flame.
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NightRain
EIR Veteran
Posts: 3908
Re: Buildings/Healings
«
Reply #1 on:
June 18, 2009, 03:28:12 am »
I think Wehr bunker should be neutral so that your ally and enemy can use it if you build it to a wrong location
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
LeoPhone
Honoured Member
Posts: 0
Re: Buildings/Healings
«
Reply #2 on:
June 18, 2009, 04:31:10 am »
Quote from: NightRain on June 18, 2009, 03:28:12 am
I think Wehr bunker should be neutral so that your ally and enemy can use it if you build it to a wrong location
agreed, just like trenches.
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Baine
Steven Spielberg
Posts: 3713
Re: Buildings/Healings
«
Reply #3 on:
June 18, 2009, 04:33:27 am »
Don't think that's going to happen.
First, it's most likely a relic thing, as you can enter trenches in vCoH with axis aswell, but not bunkers.
Second, you pay for a bunker, you don't pay for a trench, so gtfo my bunker!
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LeoPhone
Honoured Member
Posts: 0
Re: Buildings/Healings
«
Reply #4 on:
June 18, 2009, 04:40:12 am »
it can be done easy, the bunkers axis make you can already see on maps like pointe du hock, and sure some more. the only thing that has to be changed, is that axis build not a bunker thats in their team
but as a neutral building. you can see its an enemy building as allies, even when theres noboddy in it, becouse it turns RED, for axis BLUE and axis get line of sight for it, while noboddy is in it.
normal buildings are WHITE when noboddy is in it.
leth the axis make a neutral bunker can be done, im sure.
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Bubz
EIR Veteran
Posts: 726
Re: Buildings/Healings
«
Reply #5 on:
June 18, 2009, 06:53:55 am »
You can't put mg's in trenches...
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Tymathee
Donator
Posts: 9741
Re: Buildings/Healings
«
Reply #6 on:
June 18, 2009, 06:55:25 am »
i like makes sense
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
GarnierMcGarvey
Community Mapper
Posts: 80
Re: Buildings/Healings
«
Reply #7 on:
June 20, 2009, 12:37:05 pm »
Personally I feel that removing the scout car and triage center and giving every unit a buyable medkit would be more interesting, than having a place where anything can go to get healed for free -- this just seems to fit more with the rest of the stuff in EIR, for instance there is no repair bunker that fixes all vehicles in a radius, or anything like that.
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Scyn
EIR Veteran
Posts: 1011
Re: Buildings/Healings
«
Reply #8 on:
June 20, 2009, 12:39:46 pm »
mmm Rangers w/ medkit mmm
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God is a genetically induced obsession that we interpret in such a way as to maintain our obedience.
Malevolence
Donator
Posts: 1871
Re: Buildings/Healings
«
Reply #9 on:
June 20, 2009, 02:48:31 pm »
Give Defensive a medic bunker for healing (possibly works like CCS? Or maybe a tier 1/2 unlock and works like triage?), then apply inspired-assault-like detriments (but not advantages obviously) to medkits and triage-like effects, then return medkits to infinite use and remove the delay.
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