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[PE] Luft T3
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Topic: [PE] Luft T3 (Read 5368 times)
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smurfORnot
EIR Veteran
Posts: 4715
[PE] Luft T3
«
on:
January 04, 2011, 06:48:33 am »
right now medikits are bugged and therefore more than worth T3,but when fixed they are just plain T3 that u need to take in order to make most of your falls...and that limits your company build...and if u dont take em,you are stupid,lol..
each faction (except armor and TD,who now have heal) has healing as T1 or doctorinal,except ab who has ab medics as T3,but they are better than medikits(why,cuz you need do drop your falls almost by the spawn to pick up medikits,and therefore pay more for paradrop for nothing,whole team can use it more effectivly than medikits,you can heal support weapons which medikits can't,and they cant be picked by enemy -you can kill medics,but they aint that easy to kill ...) ..some may say,you can heal on front line's ...yes you can,but if you soaked as bit more dmg you need 2x medikit uses to heal fully,therefore you need to go back again for new medikit,same shit...
why not make em as T1 but just to have healing crate that heals around itself,and as T3 give em falls mortar,pak36,sniper , dont remembre was it something else ...and everyone complained against that T3 for them loosing 88,who in the end almost no one uses,becasue it's weaker than wehr T2 88,and with all those handheld at blobs running around,it's simple not worth T3...and I bet that there would be more variety in building luft army...
I will continue to use medikts as T3,dont' get me wrong...just my observation...
«
Last Edit: January 13, 2011, 07:12:02 am by Unkn0wn
»
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Luft T3
«
Reply #1 on:
January 04, 2011, 07:02:14 am »
Tank destroyers get 0.1 heal rate in building so i would not use that as an comperisant.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Luft T3
«
Reply #2 on:
January 04, 2011, 07:10:52 am »
I am just saying man...neither does armor...but they are tanks orianted company's not inf...but 0.1 is still better than nothing...but since there is usually trage or ccs around,you can stull heal better than axis can...
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Unkn0wn
No longer retired
Posts: 18379
Re: Luft T3
«
Reply #3 on:
January 04, 2011, 07:40:32 am »
Thread cleaned, time to get on topic.
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Luft T3
«
Reply #4 on:
January 04, 2011, 07:43:27 am »
Quote from: smurfORnot on January 04, 2011, 07:10:52 am
I am just saying man...neither does armor...but they are tanks orianted company's not inf...but 0.1 is still better than nothing...but since there is usually trage or ccs around,you can stull heal better than axis can...
well i must admit that the damm heal bunker is useless and really needs a boost in its heal rate like 1.5-2.5 and i think its quite stupid to have a tank orianted doctrine that boosts units but i dont think that the medkits should give the falls the ability to withstand grenade hits on open roads and still be able to run away do to the units dont do enough damage to them intime.
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RoyalHants
EIR Veteran
Posts: 2109
Re: Luft T3
«
Reply #5 on:
January 04, 2011, 07:44:50 am »
Quote from: TheIcelandicManiac on January 04, 2011, 07:43:27 am
well i must admit that the damm heal bunker is useless and really needs a boost in its heal rate like 1.5-2.5 and i think its quite stupid to have a tank orianted doctrine that boosts units but i dont think that the medkits should give the falls the ability to withstand grenade hits on open roads and still be able to run away do to the units dont do enough damage to them intime.
an actuall penalty like slow movemnt of half of the squad cant shoot during the duration is something that would work
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slyguy7447
Donator
Posts: 76
Re: Luft T3
«
Reply #6 on:
January 04, 2011, 07:48:50 am »
Personally i think shifting the heal rates of medkits even for a t3 is going to be difficult to balance. You could shift the medkits to t1 and make them a muni purchase while leaving the healing rate at standard, and replace that t3 with making their sprint break suppression for 5-10 seconds or something, make it similar to fireup but a bit different?
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smurfORnot
EIR Veteran
Posts: 4715
Re: Luft T3
«
Reply #7 on:
January 04, 2011, 08:08:23 am »
Quote
and replace that t3 with making their sprint break suppression for 5-10 seconds or something, make it similar to fireup but a bit different?
that would be nice
Quote
an actuall penalty like slow movemnt of half of the squad cant shoot during the duration is something that would work
they have slow penalty,like normal medikit,but if u have T3 then you dont have slow penalty...so nothing wrong with that...
Quote
but i dont think that the medkits should give the falls the ability to withstand grenade hits on open roads and still be able to run away do to the units dont do enough damage to them intime.
they are bugged dude,what you dont understand here
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Luft T3
«
Reply #8 on:
January 04, 2011, 10:16:03 am »
Infantry Based Doctrines = Triage
Tank Based Doctrines = Ambulance
AB/Luft/Terror/SE = Medpacks
Should be the template for how all healing works.
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Luft T3
«
Reply #9 on:
January 04, 2011, 10:24:29 am »
Quote from: Groundfire on January 04, 2011, 10:16:03 am
Tank Based Doctrines = Ambulance
why dont tank hunters then get amubulance?
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RoyalHants
EIR Veteran
Posts: 2109
Re: Luft T3
«
Reply #10 on:
January 04, 2011, 10:25:14 am »
Quote from: TheIcelandicManiac on January 04, 2011, 10:24:29 am
why dont tank hunters then get amubulance?
RE?
terror gets the ambulance dont they
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Luft T3
«
Reply #11 on:
January 04, 2011, 10:26:39 am »
I agree. Why
Dont
TH get an ambulance?
Lol, this is just the healing system the way I would want to see it. It's not indicative of what were doing now.
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Luft T3
«
Reply #12 on:
January 04, 2011, 10:30:04 am »
fair enough
thanks for awnsering.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Luft T3
«
Reply #13 on:
January 04, 2011, 06:22:31 pm »
while we are at it...some sort of granade for falls except 'usless' one they have now would be nice
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Unkn0wn
No longer retired
Posts: 18379
Re: Luft T3
«
Reply #14 on:
January 04, 2011, 06:38:45 pm »
We'll change the anti building grenade to be useful in one of the future patches
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: Luft T3
«
Reply #15 on:
January 04, 2011, 07:56:14 pm »
Quote from: Unkn0wn on January 04, 2011, 06:38:45 pm
We'll change the anti building grenade to be useful in one of the future patches
I'd like an additional grenade for purchase, and not a mere replacement of the Anti-Building. I like the Anti-Building as it is; as a two-use global upgrade it works really well. I always purchase one or two in case I'm able to get close to a triage or CCS
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