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Author Topic: [Terror] Somebody call me a wahhmbulance cuz this unit fails  (Read 5635 times)
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UndeathWrath Offline
EIR Veteran
Posts: 284



« on: June 29, 2010, 03:38:53 pm »

I thought the T2 mobile ambulance was like the support scout car which heals all units in a radius around it.

Nope, instead you have to load your infantry inside of it so that they can get healed. completely fail

Sure it's more realistic, is it viable? noooo
the men need to be healed while they are fighting otherwise some of them will die (in most circumstances) which defeats the purpose of the mobile ambulance

Now I've wasted the last of my PP on it. I really think it should be like the support scout car.

If anyone wants to prove me wrong be my guest, enlighten me with a replay.
Logged



tank130:
oh noessss....I can't counter your big, unmovable anti tank gun with my much smaller, mobile, and cheaper anti tank gun.......
WTF... the horrors of imbalance.......
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #1 on: June 29, 2010, 03:42:42 pm »

I'll get you some replays of it. I really love this unit with my KCH spam company.
Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #2 on: June 29, 2010, 03:47:21 pm »

The Terror ambulance single handedly replaces most of Wehr's reliance on medkits if used correctly.

In conjunction with medkits, units drastically extend their life past the 2 initial uses when the ambulance on the field; all the while transporting units to hotspots while they heal and avoiding most arty fire that would be concentrated on a stationary healing platform.

Im my company alone, I can save 175+ munitions with this truck.

and on top of all this, the truck is dirt cheap.

I do not believe that someone can willingly turn a blind eye to this kind of utility and expect to be taken seriously in their balance views.
« Last Edit: June 29, 2010, 03:51:21 pm by Groundfire » Logged

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UndeathWrath Offline
EIR Veteran
Posts: 284



« Reply #3 on: June 29, 2010, 03:57:12 pm »

All you're telling me groundfire is that it saves you so many munitions and drastically extends the lifespan of your infantry.
and it "replaces most of the Wehr's reliance on medkits" (which are good because they heal inf while they are fighting)

You're not telling me how you're doing any of this.

So unless you explain in depth how you are doing any of this or provide a replay, what you're saying is jargon.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #4 on: June 29, 2010, 04:00:19 pm »

I have medkits and the truck.

I use medkits in combat and the truck while not in combat, or the truck when I'm out of medkits.

You'd be stupid to not combine the two, but you can go without medkits when you get the truck, or 2.

It matters whether or not I think that munitions is better spent on mines or some other upgrade.

For example: I can get rid of all the medpacks on my machine guns. There's like 75 munitions tied up in those alone, and if they survive an engagement, its not because I popped medkits at the right moment. I would use the truck instead.

« Last Edit: June 29, 2010, 04:02:52 pm by Groundfire » Logged
Jazzhead Offline
EIR Veteran
Posts: 236


« Reply #5 on: June 29, 2010, 04:07:50 pm »

The ambulance is also good for healing your fodder inf that you don't want to buy medkits for. The ambulance in general adds to the overall survivability of your army (even if it isn't quite as good as the SE heal car)
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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #6 on: June 29, 2010, 04:08:58 pm »

 The mobility is sweet....
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #7 on: June 29, 2010, 04:19:21 pm »

why a healing car if they already have patch and run as a doctrine ability?
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Jazzhead Offline
EIR Veteran
Posts: 236


« Reply #8 on: June 29, 2010, 04:20:25 pm »

why a healing car if they already have patch and run as a doctrine ability?

B/c patch and run doesnt increase the number of uses of medkits (and it's a crappy unlock)
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UndeathWrath Offline
EIR Veteran
Posts: 284



« Reply #9 on: June 29, 2010, 08:52:23 pm »

I would still like a replay to be convinced....

but I just thought of a much better idea for a T2 terror than a wahmbulance, which isn't very terrifying at all really.

Here's my idea (gunna post it in the doctrine suggestions later probably)
T2: Fanatic Zeal
Volks, grens, and KCH can purchase Fanatic Assault ability for 30, 40, and 40mu respectively
For 20s, the squad gains life back equal to 60% of the damage it deals in combat (120s recharge)

« Last Edit: June 29, 2010, 11:10:34 pm by UndeathWrath » Logged
Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #10 on: June 29, 2010, 08:55:34 pm »

Why do they have to convince you? This isn't the strategy forum.
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
UndeathWrath Offline
EIR Veteran
Posts: 284



« Reply #11 on: June 29, 2010, 10:30:23 pm »

True....well I guess my post is kinda both balance and strategy. They don't have to convince me, but I would like to be as to its usefulness.
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Silverstone Offline
EIR Veteran
Posts: 132


« Reply #12 on: June 29, 2010, 10:40:18 pm »

Where'd those replays go? elitegrenadier can you please post some if you have? Smiley
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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #13 on: June 29, 2010, 11:30:31 pm »

 Go and get one play a couple games with it then you will know if YOU like it, has it is i think it works for me but thats my play style...
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ImmanioEiR Offline
Donator
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Posts: 247


« Reply #14 on: June 30, 2010, 02:59:24 am »

the men need to be healed while they are fighting otherwise some of them will die (in most circumstances) which defeats the purpose of the mobile ambulance
Why do they need to be healed while fighting? You have medkits for that. There isn't a single way for allied units to get healed in combat unless you've a)pushed him back to the triage/CCS that he set up behind his lines hoping you wouldn't get that far, or b) he hates his airborne medics so much he wants them killed and sets them up on the front line. The only unit in the game that can provide healing in combat and hope to survive is the support scout car, and even then you're taking a risk with it. With the exception of medkits, healing isn't something you do to increase your combat effectiveness in EiR, it's something you do between clashes to increase staying power. US inf gets triage, which is efficient but stationary and vulnerable. US airborne gets a T3 unlock that is mobile (though it needs to set up to heal) but incredibly fragile. Terror gets a T2 that has halftrack armour, can transport troops like a HT, and is less pop than the airborne medic team, to complement the healing they already have through medkits. Its downside is that it can't heal teammates and units that can't enter it, like PaKs.
« Last Edit: June 30, 2010, 06:42:52 am by ImmanioEiR » Logged
Calstifer Offline
EIR Veteran
Posts: 123


« Reply #15 on: June 30, 2010, 05:46:15 am »

I think the tital would have been more effective if it was 'Wherbulance'.
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"This man is incapable of doing the most simpleist of tasks.

I recommend never asking this person to do any tasked deemed easy for infants. Ever." -Various sorces.
MittinsKittens Offline
Donator
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Posts: 916



« Reply #16 on: June 30, 2010, 04:25:37 pm »

I was curious about this unit and decided to get it. Its a curious unit I must admit, Can't knock "free" healing, specially on a mod like this, Although, I just wish that it gave you the ability to set up something like a "Field Hospital" for something like 100-200 munitions as an upgrade on the unit that allows for healing around it, but because its only a field hospital, make it weak, maybe like 3 grenades worth of health since, well, its only a field hospital, we are talking a tent with some supplies in it..
Would be interesting, Do you take the Mobility of a Ambulance or take the Stationary but more Team beneficial healing Tongue
Least, Thats my tank on this ^^
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EiRNames:- MittinsKittens & FlutterShyPegasus
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #17 on: July 01, 2010, 07:16:57 pm »

wow, its an awesome unit my opponent loaded in a group of wounded into it took off and proceeded to backcap us with it while they healed, and it was pretty hard to catch. and by the time we did the guys were all healed
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Yes that's me, the special snowflake.
poyrazthewicked Offline
EIR Veteran
Posts: 163


« Reply #18 on: July 03, 2010, 07:36:31 pm »

I used it and like it...
It is not just a healtstation, it can transport unit, block tanks , can backcap...

whoever dont like it just tell me I will sen replay of how it can be used...

-wickY26
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #19 on: July 03, 2010, 09:07:29 pm »

I will spare wickY26 of the need to post a replay. Using it against us, it was close enough game as his with his Vet3 KCH Oak leaves and Medic Opel go hand in hand with each other.

http://www.filefront.com/16955195/Medic%20Ambulance.rar

Infact, I would say it needs like a nerf in it survivability or speed if anything.
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