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[CW/US] Dodge Ambulance Reward unit
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Topic: [CW/US] Dodge Ambulance Reward unit (Read 3640 times)
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NightRain
EIR Veteran
Posts: 3908
[CW/US] Dodge Ambulance Reward unit
«
on:
January 27, 2014, 11:47:38 am »
Dis thing is op.
Reasons:
- T2 unlock that can move
- Cheaper than Triage
- Doesn't require a engineer to build
- Doesn't require building
- Can move from A to B
- Isn't any less squishier than triage
Recommendation:
- Buff to Legendary
- Increase cost
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PonySlaystation
EIR Veteran
Posts: 4136
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #1 on:
January 27, 2014, 12:07:42 pm »
It has very small range, which means artillery can have a field day and it's very fragile, much easier to kill than a triage.
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NightRain
EIR Veteran
Posts: 3908
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #2 on:
January 27, 2014, 12:12:27 pm »
Quote from: PonySlaystation on January 27, 2014, 12:07:42 pm
It has very small range, which means artillery can have a field day and it's very fragile, much easier to kill than a triage.
Healing range is a very neglible attribute in all fairness. Its a healing unit and it is far stronger than triage because it can move. Because it can move it is far stronger than Triage. It might be squishy but it can runaway whereas triage has to tank, and most likely die.
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nikomas
Shameless Perv
Posts: 4286
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #3 on:
January 27, 2014, 02:34:21 pm »
Actually, It being able to run away is a rather relative terms since it's so slow a tiger could outrun it with speed to spare. I'm also fairly sure that it dies to a single shreck hit without vet, if not it's left with very little health.
It's also 4 pop iirc and that's not entierly insignificant, specially in the earlygame.
«
Last Edit: January 27, 2014, 02:35:56 pm by nikomas
»
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Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
tank130
Sugar Daddy
Posts: 8889
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #4 on:
January 27, 2014, 03:08:19 pm »
Quote from: PonySlaystation on January 27, 2014, 12:07:42 pm
It has very small range, which means artillery can have a field day and it's very fragile, much easier to kill than a triage.
Artillery can't really hit something unless it knows where it is. Kind of hard if it keeps moving. I think moving healing is much more powerful than stationary.
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NightRain
EIR Veteran
Posts: 3908
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #5 on:
January 27, 2014, 04:09:09 pm »
80 hitpoints ain't a lot. But its speed being 7, and accel 3 I want to watch a Tiger catch that thing with its max speed of 4 and accel of 2 and then hit it as well. Ain't gonna happen. Anything that is fast enough to catch it and damage it properly would need 2-3 shots to destroy it though. Ontop of it, it NEARLY one shoots it with 0.6 damage modifier on vehicle armor.... which means it deals only 82.smth to it. There's always a change a 5% bug happens no?
«
Last Edit: January 27, 2014, 04:20:06 pm by NightRain
»
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XIIcorps
Donator
Posts: 2558
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #6 on:
January 27, 2014, 06:58:24 pm »
A single flanking PE clown car is enough to destroy it often on the first volley.
Admittedly ive seen it bounce shots randomly but when ever this thing sees combat its toast.
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Uglysori
EIR Veteran
Posts: 301
The very best player of one of the four factions.
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #7 on:
January 27, 2014, 07:09:18 pm »
Quote from: XIIcorps on January 27, 2014, 06:58:24 pm
A single flanking PE clown car is enough to destroy it often on the first volley.
Admittedly ive seen it bounce shots randomly but when ever this thing sees combat its toast.
They can bounce RRs. I couldn't kill one with an RR my flammens picked up in a clown car before it's supporting Sherman killed my full health HT. It was pretty amusing since those same RRs normally cut thru my lvs.
«
Last Edit: January 27, 2014, 07:11:25 pm by Uglysori
»
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PonySlaystation
EIR Veteran
Posts: 4136
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #8 on:
January 28, 2014, 02:21:53 am »
Quote from: tank130 on January 27, 2014, 03:08:19 pm
Artillery can't really hit something unless it knows where it is. Kind of hard if it keeps moving. I think moving healing is much more powerful than stationary.
It needs to deploy to heal. So yeah, can't really outrun artillery and it's not the ambulance that's at a big risk, it's all the infantry that wants to heal next to it.
The short healing range is actually a pretty big disadvantage. If I heal near a triage then I can heal a few meters away so even if I face artillery, I may survive with most of my squads. But if I have an ambulance then I need to stay exactly next to it, so artillery can always hit all of my units because I need to blob them in a 1 meter square to get healing.
«
Last Edit: January 28, 2014, 02:25:47 am by PonySlaystation
»
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XIIcorps
Donator
Posts: 2558
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #9 on:
January 28, 2014, 02:31:26 am »
Quote from: tank130 on January 27, 2014, 03:08:19 pm
Artillery can't really hit something unless it knows where it is. Kind of hard if it keeps moving. I think moving healing is much more powerful than stationary.
with the amount of scouting options in eir how long could it really remain hidden tank ?
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nikomas
Shameless Perv
Posts: 4286
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #10 on:
January 28, 2014, 03:41:28 am »
Quote from: NightRain on January 27, 2014, 04:09:09 pm
80 hitpoints ain't a lot. But its speed being 7, and accel 3 I want to watch a Tiger catch that thing with its max speed of 4 and accel of 2 and then hit it as well. Ain't gonna happen. Anything that is fast enough to catch it and damage it properly would need 2-3 shots to destroy it though. Ontop of it, it NEARLY one shoots it with 0.6 damage modifier on vehicle armor.... which means it deals only 82.smth to it. There's always a change a 5% bug happens no?
7 speed must be a bug in the stats, I'll give it a look in 7 hours when I get home nut from using it myself it does NOT move fast.
If you can't wait 7 hours, then start by checking cover movement modifs.
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XIIcorps
Donator
Posts: 2558
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #11 on:
January 28, 2014, 04:30:02 am »
Quote from: nikomas on January 28, 2014, 03:41:28 am
7 speed must be a bug in the stats, I'll give it a look in 7 hours when I get home nut from using it myself it does NOT move fast.
If you can't wait 7 hours, then start by checking cover movement modifs.
7 maybe on the road, its like 4 crosscountry. if my awesombulance had 7 speed noting be catching it man!
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NightRain
EIR Veteran
Posts: 3908
Re: [CW/US] Dodge Ambulance Reward unit
«
Reply #12 on:
January 28, 2014, 04:41:24 am »
Quote from: XIIcorps on January 28, 2014, 04:30:02 am
7 maybe on the road, its like 4 crosscountry. if my awesombulance had 7 speed noting be catching it man!
7 is max speed so yeah it is road.
The only thing that can kill it reliably is Rocket Artillery due to it coming down very fast. Sending units after it is like trying to chase a m8.
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